Module Contents alltypes
      Module Contents abstract class AAnimationObject3D : Object3D
        Module Contents AAnimationObject3D()
        open fun addFrame(frame: IAnimationFrame): Unit
        open fun getCurrentFrame(): Int
        open fun getFps(): Int
        open fun getFrame(index: Int): IAnimationFrame
        open fun getNumFrames(): Int
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun play(loop: Boolean): Unit
        open fun play(name: String): Unit
        open fun play(name: String, loop: Boolean): Unit
        open fun reload(): Unit
        open fun setCurrentFrame(frame: Int): Unit
        open fun setFps(fps: Int): Unit
        open fun setFrames(frames: Stack<IAnimationFrame>): Unit
        open fun setFrames(frames: Array<IAnimationFrame>): Unit
        open fun stop(): Unit
      abstract class AAnimationObject3D : Object3D
        Module Contents AAnimationObject3D()
        open fun addFrame(frame: IAnimationFrame): Unit
        open fun getCurrentFrame(): Int
        open fun getFps(): Int
        open fun getFrame(index: Int): IAnimationFrame
        open fun getNumFrames(): Int
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun play(loop: Boolean): Unit
        open fun play(name: String): Unit
        open fun play(name: String, loop: Boolean): Unit
        open fun reload(): Unit
        open fun setCurrentFrame(frame: Int): Unit
        open fun setFps(fps: Int): Unit
        open fun setFrames(frames: Stack<IAnimationFrame>): Unit
        open fun setFrames(frames: Array<IAnimationFrame>): Unit
        open fun stop(): Unit
      abstract class ABaseObjectBlockParser : ABlockParser
        Module Contents ABaseObjectBlockParser()
        abstract fun getBaseObject3D(): Object3D
      abstract class ABaseObjectBlockParser : ABlockParser
        Module Contents ABaseObjectBlockParser()
        abstract fun getBaseObject3D(): Object3D
      abstract class ABlockLoader : IBlockParser
        Module Contents ABlockLoader()
        open fun getBaseObject3D(): Object3D
      abstract class ABlockLoader : IBlockParser
        Module Contents ABlockLoader()
        open fun getBaseObject3D(): Object3D
      abstract class ABlockParser : IBlockParser
        Module Contents ABlockParser()
      abstract class ABlockParser : IBlockParser
        Module Contents ABlockParser()
      abstract class ACompressedTexture : ATexture
        Module Contents ACompressedTexture(other: ACompressedTexture)
        ACompressedTexture(textureName: String)
        ACompressedTexture(textureName: String, byteBuffer: ByteBuffer)
        ACompressedTexture(textureName: String, byteBuffers: Array<ByteBuffer>)
        class CompressionType
          Module Contents ATC
          DXT1
          ETC1
          ETC2
          NONE
          PALETTED
          PVRTC
          THREEDC
        open fun getByteBuffers(): Array<ByteBuffer>
        open fun getCompressionFormat(): Int
        open fun getCompressionType(): CompressionType
        open fun setByteBuffer(byteBuffer: ByteBuffer): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer>): Unit
        open fun setCompressionFormat(compressionFormat: Int): Unit
        open fun setCompressionType(compressionType: CompressionType): Unit
        open fun setFrom(other: ACompressedTexture): Unit
      abstract class ACompressedTexture : ATexture
        Module Contents ACompressedTexture(other: ACompressedTexture)
        ACompressedTexture(textureName: String)
        ACompressedTexture(textureName: String, byteBuffer: ByteBuffer)
        ACompressedTexture(textureName: String, byteBuffers: Array<ByteBuffer>)
        class CompressionType
          Module Contents ATC
          DXT1
          ETC1
          ETC2
          NONE
          PALETTED
          PVRTC
          THREEDC
        open fun getByteBuffers(): Array<ByteBuffer>
        open fun getCompressionFormat(): Int
        open fun getCompressionType(): CompressionType
        open fun setByteBuffer(byteBuffer: ByteBuffer): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer>): Unit
        open fun setCompressionFormat(compressionFormat: Int): Unit
        open fun setCompressionType(compressionType: CompressionType): Unit
        open fun setFrom(other: ACompressedTexture): Unit
      abstract class AExportableBlockParser : ABaseObjectBlockParser
        Module Contents AExportableBlockParser()
      abstract class AExportableBlockParser : ABaseObjectBlockParser
        Module Contents AExportableBlockParser()
      abstract class AFrameTask : Runnable
        Module Contents AFrameTask()
        open fun run(): Unit
      abstract class AFrameTask : Runnable
        Module Contents AFrameTask()
        open fun run(): Unit
      abstract class ALight : ATransformable3D
        Module Contents ALight(lightType: Int)
        static val DIRECTIONAL_LIGHT: Int
        static val POINT_LIGHT: Int
        static val SPOT_LIGHT: Int
        open fun getColor(): FloatArray
        open fun getLightType(): Int
        open fun getPositionArray(): DoubleArray
        open fun getPower(): Float
        open fun setColor(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3): Unit
        open fun setLightType(lightType: Int): Unit
        open fun setPower(power: Float): Unit
        open fun shouldUseObjectTransform(): Boolean
        open fun shouldUseObjectTransform(useObjectTransform: Boolean): Unit
      abstract class ALight : ATransformable3D
        Module Contents ALight(lightType: Int)
        static val DIRECTIONAL_LIGHT: Int
        static val POINT_LIGHT: Int
        static val SPOT_LIGHT: Int
        open fun getColor(): FloatArray
        open fun getLightType(): Int
        open fun getPositionArray(): DoubleArray
        open fun getPower(): Float
        open fun setColor(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3): Unit
        open fun setLightType(lightType: Int): Unit
        open fun setPower(power: Float): Unit
        open fun shouldUseObjectTransform(): Boolean
        open fun shouldUseObjectTransform(useObjectTransform: Boolean): Unit
      abstract class ALoader : ILoader
        Module Contents ALoader(file: File)
        ALoader(fileOnSDCard: String)
        ALoader(renderer: Renderer, fileOnSDCard: String)
        ALoader(renderer: Renderer, resourceId: Int)
        ALoader(resources: Resources, resourceId: Int)
        ALoader(renderer: Renderer, file: File)
        open fun getTag(): Int
        open fun parse(): ILoader
        open fun setTag(tag: Int): Unit
      abstract class ALoader : ILoader
        Module Contents ALoader(file: File)
        ALoader(fileOnSDCard: String)
        ALoader(renderer: Renderer, fileOnSDCard: String)
        ALoader(renderer: Renderer, resourceId: Int)
        ALoader(resources: Resources, resourceId: Int)
        ALoader(renderer: Renderer, file: File)
        open fun getTag(): Int
        open fun parse(): ILoader
        open fun setTag(tag: Int): Unit
      abstract class AMeshLoader : ALoader, IMeshLoader
        Module Contents AMeshLoader(file: File)
        AMeshLoader(fileOnSDCard: String)
        AMeshLoader(renderer: Renderer, fileOnSDCard: String)
        AMeshLoader(resources: Resources, textureManager: TextureManager, resourceId: Int)
        AMeshLoader(renderer: Renderer, file: File)
        open fun getParsedObject(): Object3D
        open fun parse(): AMeshLoader
      abstract class AMeshLoader : ALoader, IMeshLoader
        Module Contents AMeshLoader(file: File)
        AMeshLoader(fileOnSDCard: String)
        AMeshLoader(renderer: Renderer, fileOnSDCard: String)
        AMeshLoader(resources: Resources, textureManager: TextureManager, resourceId: Int)
        AMeshLoader(renderer: Renderer, file: File)
        open fun getParsedObject(): Object3D
        open fun parse(): AMeshLoader
      abstract class AMultiTexture : ATexture
        Module Contents AMultiTexture(textureType: TextureType, textureName: String)
        AMultiTexture(textureType: TextureType, textureName: String, resourceIds: IntArray)
        AMultiTexture(textureType: TextureType, textureName: String, bitmaps: Array<Bitmap>)
        AMultiTexture(textureType: TextureType, textureName: String, byteBuffers: Array<ByteBuffer>)
        AMultiTexture(textureType: TextureType, textureName: String, compressedTextures: Array<ACompressedTexture>)
        AMultiTexture(other: ATexture)
        open fun getBitmaps(): Array<Bitmap>
        open fun getByteBuffers(): Array<ByteBuffer>
        open fun getCompressedTextures(): Array<ACompressedTexture>
        open fun getResourceIds(): IntArray
        open fun setBitmaps(bitmaps: Array<Bitmap>): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer>): Unit
        open fun setCompressedTextures(compressedTextures: Array<ACompressedTexture>): Unit
        open fun setFrom(other: AMultiTexture): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      abstract class AMultiTexture : ATexture
        Module Contents AMultiTexture(textureType: TextureType, textureName: String)
        AMultiTexture(textureType: TextureType, textureName: String, resourceIds: IntArray)
        AMultiTexture(textureType: TextureType, textureName: String, bitmaps: Array<Bitmap>)
        AMultiTexture(textureType: TextureType, textureName: String, byteBuffers: Array<ByteBuffer>)
        AMultiTexture(textureType: TextureType, textureName: String, compressedTextures: Array<ACompressedTexture>)
        AMultiTexture(other: ATexture)
        open fun getBitmaps(): Array<Bitmap>
        open fun getByteBuffers(): Array<ByteBuffer>
        open fun getCompressedTextures(): Array<ACompressedTexture>
        open fun getResourceIds(): IntArray
        open fun setBitmaps(bitmaps: Array<Bitmap>): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer>): Unit
        open fun setCompressedTextures(compressedTextures: Array<ACompressedTexture>): Unit
        open fun setFrom(other: AMultiTexture): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      abstract class AObjectCamera : Camera
        Module Contents AObjectCamera()
        AObjectCamera(cameraOffset: Vector3)
        AObjectCamera(cameraOffset: Vector3, linkedObject: Object3D)
        open fun getCameraOffset(): Vector3
        open fun getLinkedObject(): Object3D
        open fun setCameraOffset(offset: Vector3): Unit
        open fun setLinkedObject(object: Object3D): Unit
      abstract class AObjectCamera : Camera
        Module Contents AObjectCamera()
        AObjectCamera(cameraOffset: Vector3)
        AObjectCamera(cameraOffset: Vector3, linkedObject: Object3D)
        open fun getCameraOffset(): Vector3
        open fun getLinkedObject(): Object3D
        open fun setCameraOffset(offset: Vector3): Unit
        open fun setLinkedObject(object: Object3D): Unit
      abstract class APass : IPass
        Module Contents APass()
        open fun getHeight(): Int
        open fun getPassType(): PassType
        open fun getRenderToScreen(): Boolean
        open fun getType(): PostProcessingComponentType
        open fun getWidth(): Int
        open fun isClear(): Boolean
        open fun isEnabled(): Boolean
        open fun needsSwap(): Boolean
        abstract fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setHeight(height: Int): Unit
        open fun setMaterial(material: Material): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setWidth(width: Int): Unit
      abstract class APass : IPass
        Module Contents APass()
        open fun getHeight(): Int
        open fun getPassType(): PassType
        open fun getRenderToScreen(): Boolean
        open fun getType(): PostProcessingComponentType
        open fun getWidth(): Int
        open fun isClear(): Boolean
        open fun isEnabled(): Boolean
        open fun needsSwap(): Boolean
        abstract fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setHeight(height: Int): Unit
        open fun setMaterial(material: Material): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setWidth(width: Int): Unit
      abstract class APostProcessingEffect : IPostProcessingEffect
        Module Contents APostProcessingEffect()
        open fun addPass(pass: IPass): IPass
        open fun getPasses(): MutableList<IPass>
        open fun getType(): PostProcessingComponentType
        open fun isEnabled(): Boolean
        open fun removeAllPasses(): Unit
        open fun removePass(pass: IPass): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
      abstract class APostProcessingEffect : IPostProcessingEffect
        Module Contents APostProcessingEffect()
        open fun addPass(pass: IPass): IPass
        open fun getPasses(): MutableList<IPass>
        open fun getType(): PostProcessingComponentType
        open fun isEnabled(): Boolean
        open fun removeAllPasses(): Unit
        open fun removePass(pass: IPass): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
      abstract class AResourceManager
        Module Contents AResourceManager()
        open fun getContext(): Context
        open fun getRenderer(): Renderer
        open fun registerRenderer(renderer: Renderer): Unit
        open fun setContext(context: Context): Unit
        open fun unregisterRenderer(renderer: Renderer): Unit
      abstract class AResourceManager
        Module Contents AResourceManager()
        open fun getContext(): Context
        open fun getRenderer(): Renderer
        open fun registerRenderer(renderer: Renderer): Unit
        open fun setContext(context: Context): Unit
        open fun unregisterRenderer(renderer: Renderer): Unit
      abstract class ASceneFrameCallback
        Module Contents ASceneFrameCallback()
        open fun callPostFrame(): Boolean
        open fun callPreDraw(): Boolean
        open fun callPreFrame(): Boolean
        abstract fun onPostFrame(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreDraw(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreFrame(sceneTime: Long, deltaTime: Double): Unit
      abstract class ASceneFrameCallback
        Module Contents ASceneFrameCallback()
        open fun callPostFrame(): Boolean
        open fun callPreDraw(): Boolean
        open fun callPreFrame(): Boolean
        abstract fun onPostFrame(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreDraw(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreFrame(sceneTime: Long, deltaTime: Double): Unit
      abstract class AShader : AShaderBase
        Module Contents AShader()
        AShader(shaderType: ShaderType)
        AShader(shaderType: ShaderType, resourceId: Int)
        AShader(shaderType: ShaderType, shaderString: String)
        open class Condition
          Module Contents Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: String)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Float)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: String)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: Float)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
          open fun getJoinOperator(): Operator
          open fun getLeftValue(): ShaderVar
          open fun getOperator(): Operator
          open fun getRightValue(): String
        class Operator
          Module Contents AND
          EQUALS
          GREATER_THAN
          GREATER_THAN_EQUALS
          LESS_THAN
          LESS_THAN_EQUALS
          NOT_EQUALS
          OR
          XOR
          fun getOperatorString(): String
        static var SHADER_ID: String
        class ShaderType
          Module Contents FRAGMENT
          FRAGMENT_SHADER_FRAGMENT
          VERTEX
          VERTEX_SHADER_FRAGMENT
        open fun acos(var: ShaderVar): ShaderVar
        open fun addPreprocessorDirective(directive: String): Unit
        open fun addShaderFragment(fragment: IShaderFragment): Unit
        open fun applyParams(): Unit
        open fun atan(y: ShaderVar, x: ShaderVar): ShaderVar
        open fun buildShader(): Unit
        open fun castInt(value: Float): ShaderVar
        open fun castInt(value: ShaderVar): ShaderVar
        open fun castInt(value: String): ShaderVar
        open fun castMat3(value: Float): ShaderVar
        open fun castMat3(var: ShaderVar): ShaderVar
        open fun castMat4(value: Float): ShaderVar
        open fun castMat4(var: ShaderVar): ShaderVar
        open fun castVec2(x: Float): ShaderVar
        open fun castVec2(x: Float, y: Float): ShaderVar
        open fun castVec2(x: String, y: String): ShaderVar
        open fun castVec2(x: ShaderVar, y: ShaderVar): ShaderVar
        open fun castVec2(x: String): ShaderVar
        open fun castVec2(x: ShaderVar): ShaderVar
        open fun castVec3(x: Float, y: Float, z: Float): ShaderVar
        open fun castVec3(x: ShaderVar, y: ShaderVar, z: ShaderVar): ShaderVar
        open fun castVec3(var: String): ShaderVar
        open fun castVec3(var: ShaderVar): ShaderVar
        open fun castVec4(value: Float): ShaderVar
        open fun castVec4(var: ShaderVar): ShaderVar
        open fun castVec4(var: String): ShaderVar
        open fun castVec4(var: ShaderVar, value: Float): ShaderVar
        open fun castVec4(var: String, value: Float): ShaderVar
        open fun clamp(var: ShaderVar, value1: Float, value2: Float): ShaderVar
        open fun cos(var: ShaderVar): ShaderVar
        open fun discard(): Unit
        open fun distance(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun divide(value1: Float, var2: ShaderVar): ShaderVar
        open fun divide(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun dot(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun enclose(value: ShaderVar): ShaderVar
        open fun endif(): Unit
        open fun floor(var: ShaderVar): ShaderVar
        open fun getAttributes(): Hashtable<String, ShaderVar>
        open fun getConsts(): Hashtable<String, ShaderVar>
        open fun getGlobal(var: IGlobalShaderVar): ShaderVar
        open fun getGlobal(var: IGlobalShaderVar, index: Int): ShaderVar
        open fun getGlobals(): Hashtable<String, ShaderVar>
        open fun getPreprocessorDirectives(): MutableList<String>
        open fun getProgramHandle(): Int
        open fun getShaderFragment(shaderId: String): IShaderFragment
        open fun getShaderString(): String
        open fun getShaderType(): ShaderType
        open fun getUniforms(): Hashtable<String, ShaderVar>
        open fun getVaryings(): Hashtable<String, ShaderVar>
        open fun ifelse(): Unit
        open fun ifelseif(vararg conditions: Condition): Unit
        open fun ifelseif(condition: Condition): Unit
        open fun initialize(): Unit
        open fun inversesqrt(var: ShaderVar): ShaderVar
        open fun length(var: ShaderVar): ShaderVar
        open fun main(): Unit
        open fun max(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun max(var1: ShaderVar, value2: Float): ShaderVar
        open fun min(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun min(var1: ShaderVar, value2: Float): ShaderVar
        open fun mix(var1: ShaderVar, var2: ShaderVar, value: Float): ShaderVar
        open fun mix(var1: ShaderVar, var2: ShaderVar, var3: ShaderVar): ShaderVar
        open fun mod(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun multiply(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun needsBuild(): Boolean
        open fun normalize(value: String): String
        open fun normalize(value: ShaderVar): String
        open fun pow(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun radians(var: ShaderVar): ShaderVar
        open fun reflect(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun setLocations(programHandle: Int): Unit
        open fun setNeedsBuild(needsBuild: Boolean): Unit
        open fun setStringBuilder(stringBuilder: StringBuilder): Unit
        open fun setUniform1f(name: String, value: Float): Unit
        open fun setUniform1i(name: String, value: Int): Unit
        open fun setUniform2fv(name: String, value: FloatArray): Unit
        open fun setUniform3fv(name: String, value: FloatArray): Unit
        open fun sin(var: ShaderVar): ShaderVar
        open fun sqrt(var: ShaderVar): ShaderVar
        open fun startif(vararg conditions: Condition): Unit
        open fun startif(condition: Condition): Unit
        open fun subtract(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun subtract(value1: Float, var2: ShaderVar): ShaderVar
        open fun tan(var: ShaderVar): ShaderVar
        open fun texture1D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun texture2D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun texture2DProj(var1: ShaderVar, var2: ShaderVar): RVec4
        open fun texture3D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun textureCube(var1: ShaderVar, var2: ShaderVar): ShaderVar
      abstract class AShader : AShaderBase
        Module Contents AShader()
        AShader(shaderType: ShaderType)
        AShader(shaderType: ShaderType, resourceId: Int)
        AShader(shaderType: ShaderType, shaderString: String)
        open class Condition
          Module Contents Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: String)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Float)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: String)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: Float)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
          open fun getJoinOperator(): Operator
          open fun getLeftValue(): ShaderVar
          open fun getOperator(): Operator
          open fun getRightValue(): String
        class Operator
          Module Contents AND
          EQUALS
          GREATER_THAN
          GREATER_THAN_EQUALS
          LESS_THAN
          LESS_THAN_EQUALS
          NOT_EQUALS
          OR
          XOR
          fun getOperatorString(): String
        static var SHADER_ID: String
        class ShaderType
          Module Contents FRAGMENT
          FRAGMENT_SHADER_FRAGMENT
          VERTEX
          VERTEX_SHADER_FRAGMENT
        open fun acos(var: ShaderVar): ShaderVar
        open fun addPreprocessorDirective(directive: String): Unit
        open fun addShaderFragment(fragment: IShaderFragment): Unit
        open fun applyParams(): Unit
        open fun atan(y: ShaderVar, x: ShaderVar): ShaderVar
        open fun buildShader(): Unit
        open fun castInt(value: Float): ShaderVar
        open fun castInt(value: ShaderVar): ShaderVar
        open fun castInt(value: String): ShaderVar
        open fun castMat3(value: Float): ShaderVar
        open fun castMat3(var: ShaderVar): ShaderVar
        open fun castMat4(value: Float): ShaderVar
        open fun castMat4(var: ShaderVar): ShaderVar
        open fun castVec2(x: Float): ShaderVar
        open fun castVec2(x: Float, y: Float): ShaderVar
        open fun castVec2(x: String, y: String): ShaderVar
        open fun castVec2(x: ShaderVar, y: ShaderVar): ShaderVar
        open fun castVec2(x: String): ShaderVar
        open fun castVec2(x: ShaderVar): ShaderVar
        open fun castVec3(x: Float, y: Float, z: Float): ShaderVar
        open fun castVec3(x: ShaderVar, y: ShaderVar, z: ShaderVar): ShaderVar
        open fun castVec3(var: String): ShaderVar
        open fun castVec3(var: ShaderVar): ShaderVar
        open fun castVec4(value: Float): ShaderVar
        open fun castVec4(var: ShaderVar): ShaderVar
        open fun castVec4(var: String): ShaderVar
        open fun castVec4(var: ShaderVar, value: Float): ShaderVar
        open fun castVec4(var: String, value: Float): ShaderVar
        open fun clamp(var: ShaderVar, value1: Float, value2: Float): ShaderVar
        open fun cos(var: ShaderVar): ShaderVar
        open fun discard(): Unit
        open fun distance(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun divide(value1: Float, var2: ShaderVar): ShaderVar
        open fun divide(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun dot(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun enclose(value: ShaderVar): ShaderVar
        open fun endif(): Unit
        open fun floor(var: ShaderVar): ShaderVar
        open fun getAttributes(): Hashtable<String, ShaderVar>
        open fun getConsts(): Hashtable<String, ShaderVar>
        open fun getGlobal(var: IGlobalShaderVar): ShaderVar
        open fun getGlobal(var: IGlobalShaderVar, index: Int): ShaderVar
        open fun getGlobals(): Hashtable<String, ShaderVar>
        open fun getPreprocessorDirectives(): MutableList<String>
        open fun getProgramHandle(): Int
        open fun getShaderFragment(shaderId: String): IShaderFragment
        open fun getShaderString(): String
        open fun getShaderType(): ShaderType
        open fun getUniforms(): Hashtable<String, ShaderVar>
        open fun getVaryings(): Hashtable<String, ShaderVar>
        open fun ifelse(): Unit
        open fun ifelseif(vararg conditions: Condition): Unit
        open fun ifelseif(condition: Condition): Unit
        open fun initialize(): Unit
        open fun inversesqrt(var: ShaderVar): ShaderVar
        open fun length(var: ShaderVar): ShaderVar
        open fun main(): Unit
        open fun max(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun max(var1: ShaderVar, value2: Float): ShaderVar
        open fun min(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun min(var1: ShaderVar, value2: Float): ShaderVar
        open fun mix(var1: ShaderVar, var2: ShaderVar, value: Float): ShaderVar
        open fun mix(var1: ShaderVar, var2: ShaderVar, var3: ShaderVar): ShaderVar
        open fun mod(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun multiply(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun needsBuild(): Boolean
        open fun normalize(value: String): String
        open fun normalize(value: ShaderVar): String
        open fun pow(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun radians(var: ShaderVar): ShaderVar
        open fun reflect(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun setLocations(programHandle: Int): Unit
        open fun setNeedsBuild(needsBuild: Boolean): Unit
        open fun setStringBuilder(stringBuilder: StringBuilder): Unit
        open fun setUniform1f(name: String, value: Float): Unit
        open fun setUniform1i(name: String, value: Int): Unit
        open fun setUniform2fv(name: String, value: FloatArray): Unit
        open fun setUniform3fv(name: String, value: FloatArray): Unit
        open fun sin(var: ShaderVar): ShaderVar
        open fun sqrt(var: ShaderVar): ShaderVar
        open fun startif(vararg conditions: Condition): Unit
        open fun startif(condition: Condition): Unit
        open fun subtract(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun subtract(value1: Float, var2: ShaderVar): ShaderVar
        open fun tan(var: ShaderVar): ShaderVar
        open fun texture1D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun texture2D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun texture2DProj(var1: ShaderVar, var2: ShaderVar): RVec4
        open fun texture3D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun textureCube(var1: ShaderVar, var2: ShaderVar): ShaderVar
      abstract class AShaderBase
        Module Contents AShaderBase()
        class DataType
          Module Contents BOOL
          BVEC2
          BVEC3
          BVEC4
          CONSTANT
          FLOAT
          INT
          IVEC2
          IVEC3
          IVEC4
          MAT2
          MAT3
          MAT4
          SAMPLER1D
          SAMPLER2D
          SAMPLER3D
          SAMPLERCUBE
          SAMPLER_EXTERNAL_EOS
          VEC2
          VEC3
          VEC4
          VOID
          fun getTypeString(): String
        class DefaultShaderVar : IGlobalShaderVar
          Module Contents A_NORMAL
          A_POSITION
          A_TEXTURE_COORD
          A_VERTEX_COLOR
          G_COLOR
          G_NORMAL
          G_POSITION
          G_SHADOW_VALUE
          G_SPECULAR_VALUE
          G_TEXTURE_COORD
          U_COLOR
          U_COLOR_INFLUENCE
          U_INFLUENCE
          U_INVERSE_VIEW_MATRIX
          U_MODEL_MATRIX
          U_MODEL_VIEW_MATRIX
          U_MVP_MATRIX
          U_NORMAL_MATRIX
          U_OFFSET
          U_REPEAT
          U_TIME
          V_COLOR
          V_CUBE_TEXTURE_COORD
          V_EYE_DIR
          V_NORMAL
          V_TEXTURE_COORD
          fun getDataType(): DataType
          fun getVarString(): String
        interface IGlobalShaderVar
          Module Contents abstract fun getDataType(): DataType
          abstract fun getVarString(): String
        class Precision
          Module Contents HIGHP
          LOWP
          MEDIUMP
          fun getPrecisionString(): String
      abstract class AShaderBase
        Module Contents AShaderBase()
        class DataType
          Module Contents BOOL
          BVEC2
          BVEC3
          BVEC4
          CONSTANT
          FLOAT
          INT
          IVEC2
          IVEC3
          IVEC4
          MAT2
          MAT3
          MAT4
          SAMPLER1D
          SAMPLER2D
          SAMPLER3D
          SAMPLERCUBE
          SAMPLER_EXTERNAL_EOS
          VEC2
          VEC3
          VEC4
          VOID
          fun getTypeString(): String
        class DefaultShaderVar : IGlobalShaderVar
          Module Contents A_NORMAL
          A_POSITION
          A_TEXTURE_COORD
          A_VERTEX_COLOR
          G_COLOR
          G_NORMAL
          G_POSITION
          G_SHADOW_VALUE
          G_SPECULAR_VALUE
          G_TEXTURE_COORD
          U_COLOR
          U_COLOR_INFLUENCE
          U_INFLUENCE
          U_INVERSE_VIEW_MATRIX
          U_MODEL_MATRIX
          U_MODEL_VIEW_MATRIX
          U_MVP_MATRIX
          U_NORMAL_MATRIX
          U_OFFSET
          U_REPEAT
          U_TIME
          V_COLOR
          V_CUBE_TEXTURE_COORD
          V_EYE_DIR
          V_NORMAL
          V_TEXTURE_COORD
          fun getDataType(): DataType
          fun getVarString(): String
        interface IGlobalShaderVar
          Module Contents abstract fun getDataType(): DataType
          abstract fun getVarString(): String
        class Precision
          Module Contents HIGHP
          LOWP
          MEDIUMP
          fun getPrecisionString(): String
      abstract class ASingleTexture : ATexture
        Module Contents ASingleTexture(textureType: TextureType, textureName: String)
        ASingleTexture(textureType: TextureType, resourceId: Int)
        ASingleTexture(textureType: TextureType, textureName: String, bitmap: Bitmap)
        ASingleTexture(textureType: TextureType, textureName: String, compressedTexture: ACompressedTexture)
        ASingleTexture(other: ASingleTexture)
        abstract fun clone(): ASingleTexture
        open fun getBitmap(): Bitmap
        open fun getByteBuffer(): ByteBuffer
        open fun getResourceId(): Int
        open fun setBitmap(bitmap: Bitmap): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer): Unit
        open fun setFilterType(filterType: FilterType): Unit
        open fun setFrom(other: ASingleTexture): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setWrapType(wrapType: WrapType): Unit
      abstract class ASingleTexture : ATexture
        Module Contents ASingleTexture(textureType: TextureType, textureName: String)
        ASingleTexture(textureType: TextureType, resourceId: Int)
        ASingleTexture(textureType: TextureType, textureName: String, bitmap: Bitmap)
        ASingleTexture(textureType: TextureType, textureName: String, compressedTexture: ACompressedTexture)
        ASingleTexture(other: ASingleTexture)
        abstract fun clone(): ASingleTexture
        open fun getBitmap(): Bitmap
        open fun getByteBuffer(): ByteBuffer
        open fun getResourceId(): Int
        open fun setBitmap(bitmap: Bitmap): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer): Unit
        open fun setFilterType(filterType: FilterType): Unit
        open fun setFrom(other: ASingleTexture): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setWrapType(wrapType: WrapType): Unit
      abstract class ASpiral3D : ICurve3D
        Module Contents ASpiral3D(density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePointDegrees(result: Vector3, theta: Double): Unit
        abstract fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      abstract class ASpiral3D : ICurve3D
        Module Contents ASpiral3D(density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePointDegrees(result: Vector3, theta: Double): Unit
        abstract fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      abstract class ATexture
        Module Contents ATexture(textureType: TextureType, @NonNull textureName: String)
        ATexture(textureType: TextureType, @NonNull textureName: String, compressedTexture: ACompressedTexture)
        ATexture(other: ATexture)
        class FilterType
          Module Contents LINEAR
          NEAREST
        open class TextureException : Exception
          Module Contents TextureException()
          TextureException(msg: String)
          TextureException(throwable: Throwable)
          TextureException(msg: String, throwable: Throwable)
        class TextureType
          Module Contents ALPHA
          COMPRESSED
          CUBE_MAP
          DEPTH_BUFFER
          DIFFUSE
          LOOKUP
          NORMAL
          RENDER_TARGET
          SPECULAR
          SPHERE_MAP
          VIDEO_TEXTURE
        class WrapType
          Module Contents CLAMP
          REPEAT
        abstract fun clone(): ATexture
        open fun enableOffset(value: Boolean): Unit
        open fun getBitmapConfig(): Config
        open fun getBitmapFormat(): Int
        open fun getCompressedTexture(): ACompressedTexture
        open fun getFilterType(): FilterType
        open fun getGLTextureType(): Int
        open fun getHeight(): Int
        open fun getInfluence(): Float
        open fun getOffset(): FloatArray
        open fun getOffsetU(): Float
        open fun getOffsetV(): Float
        open fun getOwnerIdentity(): String
        open fun getRepeat(): FloatArray
        open fun getRepeatU(): Float
        open fun getRepeatV(): Float
        open fun getTextureId(): Int
        open fun getTextureName(): String
        open fun getTextureType(): TextureType
        open fun getWidth(): Int
        open fun getWrapType(): WrapType
        open fun isMipmap(): Boolean
        open fun offsetEnabled(): Boolean
        open fun registerMaterial(material: Material): Boolean
        open fun setBitmapConfig(bitmapConfig: Config): Unit
        open fun setBitmapFormat(bitmapFormat: Int): Unit
        open fun setCompressedTexture(compressedTexture: ACompressedTexture): Unit
        open fun setFilterType(filterType: FilterType): Unit
        open fun setFrom(other: ATexture): Unit
        open fun setGLTextureType(glTextureType: Int): Unit
        open fun setHeight(height: Int): Unit
        open fun setInfluence(influence: Float): Unit
        open fun setMipmap(mipmap: Boolean): Unit
        open fun setOffset(u: Float, v: Float): Unit
        open fun setOffsetU(value: Float): Unit
        open fun setOffsetV(value: Float): Unit
        open fun setOwnerIdentity(identity: String): Unit
        open fun setRepeat(u: Float, v: Float): Unit
        open fun setRepeatU(value: Float): Unit
        open fun setRepeatV(value: Float): Unit
        open fun setTextureId(textureId: Int): Unit
        open fun setTextureName(textureName: String): Unit
        open fun setWidth(width: Int): Unit
        open fun setWrapType(wrapType: WrapType): Unit
        open fun shouldRecycle(shouldRecycle: Boolean): Unit
        open fun unregisterMaterial(material: Material): Boolean
        open fun willRecycle(): Boolean
      abstract class ATexture
        Module Contents ATexture(textureType: TextureType, @NonNull textureName: String)
        ATexture(textureType: TextureType, @NonNull textureName: String, compressedTexture: ACompressedTexture)
        ATexture(other: ATexture)
        class FilterType
          Module Contents LINEAR
          NEAREST
        open class TextureException : Exception
          Module Contents TextureException()
          TextureException(msg: String)
          TextureException(throwable: Throwable)
          TextureException(msg: String, throwable: Throwable)
        class TextureType
          Module Contents ALPHA
          COMPRESSED
          CUBE_MAP
          DEPTH_BUFFER
          DIFFUSE
          LOOKUP
          NORMAL
          RENDER_TARGET
          SPECULAR
          SPHERE_MAP
          VIDEO_TEXTURE
        class WrapType
          Module Contents CLAMP
          REPEAT
        abstract fun clone(): ATexture
        open fun enableOffset(value: Boolean): Unit
        open fun getBitmapConfig(): Config
        open fun getBitmapFormat(): Int
        open fun getCompressedTexture(): ACompressedTexture
        open fun getFilterType(): FilterType
        open fun getGLTextureType(): Int
        open fun getHeight(): Int
        open fun getInfluence(): Float
        open fun getOffset(): FloatArray
        open fun getOffsetU(): Float
        open fun getOffsetV(): Float
        open fun getOwnerIdentity(): String
        open fun getRepeat(): FloatArray
        open fun getRepeatU(): Float
        open fun getRepeatV(): Float
        open fun getTextureId(): Int
        open fun getTextureName(): String
        open fun getTextureType(): TextureType
        open fun getWidth(): Int
        open fun getWrapType(): WrapType
        open fun isMipmap(): Boolean
        open fun offsetEnabled(): Boolean
        open fun registerMaterial(material: Material): Boolean
        open fun setBitmapConfig(bitmapConfig: Config): Unit
        open fun setBitmapFormat(bitmapFormat: Int): Unit
        open fun setCompressedTexture(compressedTexture: ACompressedTexture): Unit
        open fun setFilterType(filterType: FilterType): Unit
        open fun setFrom(other: ATexture): Unit
        open fun setGLTextureType(glTextureType: Int): Unit
        open fun setHeight(height: Int): Unit
        open fun setInfluence(influence: Float): Unit
        open fun setMipmap(mipmap: Boolean): Unit
        open fun setOffset(u: Float, v: Float): Unit
        open fun setOffsetU(value: Float): Unit
        open fun setOffsetV(value: Float): Unit
        open fun setOwnerIdentity(identity: String): Unit
        open fun setRepeat(u: Float, v: Float): Unit
        open fun setRepeatU(value: Float): Unit
        open fun setRepeatV(value: Float): Unit
        open fun setTextureId(textureId: Int): Unit
        open fun setTextureName(textureName: String): Unit
        open fun setWidth(width: Int): Unit
        open fun setWrapType(wrapType: WrapType): Unit
        open fun shouldRecycle(shouldRecycle: Boolean): Unit
        open fun unregisterMaterial(material: Material): Boolean
        open fun willRecycle(): Boolean
      abstract class ATextureBlockParser : ABlockParser
        Module Contents ATextureBlockParser()
        abstract fun getMaterial(): Material
      abstract class ATextureBlockParser : ABlockParser
        Module Contents ATextureBlockParser()
        abstract fun getMaterial(): Material
      abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ATextureFragmentShaderFragment(textures: MutableList<ATexture>)
        open fun applyParams(): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
      abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ATextureFragmentShaderFragment(textures: MutableList<ATexture>)
        open fun applyParams(): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
      abstract class ATransformable3D : IGraphNodeMember
        Module Contents ATransformable3D()
        open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
        open fun disableLookAt(): Unit
        open fun enableLookAt(): Unit
        open fun getGraphNode(): IGraphNode
        open fun getLookAt(): Vector3
        open fun getModelMatrix(): Matrix4
        open fun getOrientation(quat: Quaternion): Quaternion
        open fun getOrientation(): Quaternion
        open fun getPosition(): Vector3
        open fun getRotX(): Double
        open fun getRotY(): Double
        open fun getRotZ(): Double
        open fun getScale(): Vector3
        open fun getScaleX(): Double
        open fun getScaleY(): Double
        open fun getScaleZ(): Double
        open fun getScenePosition(): Vector3
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getX(): Double
        open fun getY(): Double
        open fun getZ(): Double
        open fun isInGraph(): Boolean
        open fun isLookAtEnabled(): Boolean
        open fun isLookAtValid(): Boolean
        open fun isZeroScale(): Boolean
        open fun moveForward(units: Double): Unit
        open fun moveRight(units: Double): Unit
        open fun moveUp(units: Double): Unit
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
        open fun resetToLookAt(): ATransformable3D
        open fun resetToLookAt(upAxis: Vector3): ATransformable3D
        open fun resetUpAxis(): ATransformable3D
        open fun rotate(quat: Quaternion): ATransformable3D
        open fun rotate(axis: Vector3, angle: Double): ATransformable3D
        open fun rotate(axis: Axis, angle: Double): ATransformable3D
        open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
        open fun rotate(matrix: Matrix4): ATransformable3D
        open fun rotateAround(axis: Vector3, angle: Double): Unit
        open fun rotateAround(axis: Vector3, angle: Double, append: Boolean): Unit
        open fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
        open fun setLookAt(lookAt: Vector3): ATransformable3D
        open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D
        open fun setOrientation(quat: Quaternion): ATransformable3D
        open fun setPosition(position: Vector3): Unit
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setRotX(rotX: Double): ATransformable3D
        open fun setRotY(rotY: Double): ATransformable3D
        open fun setRotZ(rotZ: Double): ATransformable3D
        open fun setRotation(quat: Quaternion): ATransformable3D
        open fun setRotation(axis: Vector3, angle: Double): ATransformable3D
        open fun setRotation(axis: Axis, angle: Double): ATransformable3D
        open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
        open fun setRotation(matrix: Matrix4): ATransformable3D
        open fun setRotation(rotation: Vector3): ATransformable3D
        open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D
        open fun setScale(scale: Vector3): ATransformable3D
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
        open fun setScale(scale: Double): ATransformable3D
        open fun setScaleX(scale: Double): ATransformable3D
        open fun setScaleY(scale: Double): ATransformable3D
        open fun setScaleZ(scale: Double): ATransformable3D
        open fun setUpAxis(upAxis: Vector3): ATransformable3D
        open fun setUpAxis(upAxis: Axis): ATransformable3D
        open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
        open fun setZ(z: Double): Unit
      abstract class ATransformable3D : IGraphNodeMember
        Module Contents ATransformable3D()
        open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
        open fun disableLookAt(): Unit
        open fun enableLookAt(): Unit
        open fun getGraphNode(): IGraphNode
        open fun getLookAt(): Vector3
        open fun getModelMatrix(): Matrix4
        open fun getOrientation(quat: Quaternion): Quaternion
        open fun getOrientation(): Quaternion
        open fun getPosition(): Vector3
        open fun getRotX(): Double
        open fun getRotY(): Double
        open fun getRotZ(): Double
        open fun getScale(): Vector3
        open fun getScaleX(): Double
        open fun getScaleY(): Double
        open fun getScaleZ(): Double
        open fun getScenePosition(): Vector3
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getX(): Double
        open fun getY(): Double
        open fun getZ(): Double
        open fun isInGraph(): Boolean
        open fun isLookAtEnabled(): Boolean
        open fun isLookAtValid(): Boolean
        open fun isZeroScale(): Boolean
        open fun moveForward(units: Double): Unit
        open fun moveRight(units: Double): Unit
        open fun moveUp(units: Double): Unit
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
        open fun resetToLookAt(): ATransformable3D
        open fun resetToLookAt(upAxis: Vector3): ATransformable3D
        open fun resetUpAxis(): ATransformable3D
        open fun rotate(quat: Quaternion): ATransformable3D
        open fun rotate(axis: Vector3, angle: Double): ATransformable3D
        open fun rotate(axis: Axis, angle: Double): ATransformable3D
        open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
        open fun rotate(matrix: Matrix4): ATransformable3D
        open fun rotateAround(axis: Vector3, angle: Double): Unit
        open fun rotateAround(axis: Vector3, angle: Double, append: Boolean): Unit
        open fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
        open fun setLookAt(lookAt: Vector3): ATransformable3D
        open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D
        open fun setOrientation(quat: Quaternion): ATransformable3D
        open fun setPosition(position: Vector3): Unit
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setRotX(rotX: Double): ATransformable3D
        open fun setRotY(rotY: Double): ATransformable3D
        open fun setRotZ(rotZ: Double): ATransformable3D
        open fun setRotation(quat: Quaternion): ATransformable3D
        open fun setRotation(axis: Vector3, angle: Double): ATransformable3D
        open fun setRotation(axis: Axis, angle: Double): ATransformable3D
        open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
        open fun setRotation(matrix: Matrix4): ATransformable3D
        open fun setRotation(rotation: Vector3): ATransformable3D
        open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D
        open fun setScale(scale: Vector3): ATransformable3D
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
        open fun setScale(scale: Double): ATransformable3D
        open fun setScaleX(scale: Double): ATransformable3D
        open fun setScaleY(scale: Double): ATransformable3D
        open fun setScaleZ(scale: Double): ATransformable3D
        open fun setUpAxis(upAxis: Vector3): ATransformable3D
        open fun setUpAxis(upAxis: Axis): ATransformable3D
        open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
        open fun setZ(z: Double): Unit
      abstract class A_nAABBTree : BoundingBox, IGraphNode
        Module Contents A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        A_nAABBTree(parent: A_nAABBTree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun addChildrenRecursively(recursive: Boolean): Unit
        open fun addObject(object: IGraphNodeMember): Unit
        open fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        open fun canMerge(): Boolean
        open fun clear(): Unit
        open fun contains(boundingVolume: IBoundingVolume): Boolean
        open fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
        open fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
        open fun getObjectCount(): Int
        open fun getSceneMaxBound(): Vector3
        open fun getSceneMinBound(): Vector3
        open fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
        open fun rebuild(): Unit
        open fun removeChildrenRecursively(recursive: Boolean): Unit
        open fun removeObject(object: IGraphNodeMember): Unit
        open fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        open fun setGrowThreshold(threshold: Int): Unit
        open fun setMergeThreshold(threshold: Int): Unit
        open fun setShrinkThreshold(threshold: Int): Unit
        open fun setSplitThreshold(threshold: Int): Unit
        open fun toString(): String
        open fun updateObject(object: IGraphNodeMember): Unit
      abstract class A_nAABBTree : BoundingBox, IGraphNode
        Module Contents A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        A_nAABBTree(parent: A_nAABBTree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun addChildrenRecursively(recursive: Boolean): Unit
        open fun addObject(object: IGraphNodeMember): Unit
        open fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        open fun canMerge(): Boolean
        open fun clear(): Unit
        open fun contains(boundingVolume: IBoundingVolume): Boolean
        open fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
        open fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
        open fun getObjectCount(): Int
        open fun getSceneMaxBound(): Vector3
        open fun getSceneMinBound(): Vector3
        open fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
        open fun rebuild(): Unit
        open fun removeChildrenRecursively(recursive: Boolean): Unit
        open fun removeObject(object: IGraphNodeMember): Unit
        open fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        open fun setGrowThreshold(threshold: Int): Unit
        open fun setMergeThreshold(threshold: Int): Unit
        open fun setShrinkThreshold(threshold: Int): Unit
        open fun setSplitThreshold(threshold: Int): Unit
        open fun toString(): String
        open fun updateObject(object: IGraphNodeMember): Unit
      open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents AlphaMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents AlphaMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class AlphaMapTexture : ASingleTexture
        Module Contents AlphaMapTexture(other: AlphaMapTexture)
        AlphaMapTexture(textureName: String)
        AlphaMapTexture(textureName: String, resourceId: Int)
        AlphaMapTexture(textureName: String, bitmap: Bitmap)
        AlphaMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): AlphaMapTexture
        open fun getAlphaMaskingThreshold(): Float
        open fun setAlphaMaskingThreshold(threshold: Float): Unit
      open class AlphaMapTexture : ASingleTexture
        Module Contents AlphaMapTexture(other: AlphaMapTexture)
        AlphaMapTexture(textureName: String)
        AlphaMapTexture(textureName: String, resourceId: Int)
        AlphaMapTexture(textureName: String, bitmap: Bitmap)
        AlphaMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): AlphaMapTexture
        open fun getAlphaMaskingThreshold(): Float
        open fun setAlphaMaskingThreshold(threshold: Float): Unit
      open class AlphaMaskMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaskMaterialPlugin(alphaThreshold: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class AlphaMaskMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaskMaterialPlugin(alphaThreshold: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class AlphaMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setAlpha(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class AlphaMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setAlpha(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class AnimatedGIFTexture : ASingleTexture
        Module Contents AnimatedGIFTexture(name: String, resourceId: Int)
        AnimatedGIFTexture(name: String, resourceId: Int, textureSize: Int)
        AnimatedGIFTexture(other: AnimatedGIFTexture)
        open fun clone(): AnimatedGIFTexture
        open fun getCanvas(): Canvas
        open fun getHeight(): Int
        open fun getMovie(): Movie
        open fun getResourceId(): Int
        open fun getTextureSize(): Int
        open fun getWidth(): Int
        open fun rewind(): Unit
        open fun setFrom(other: AnimatedGIFTexture): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun update(): Unit
      open class AnimatedGIFTexture : ASingleTexture
        Module Contents AnimatedGIFTexture(name: String, resourceId: Int)
        AnimatedGIFTexture(name: String, resourceId: Int, textureSize: Int)
        AnimatedGIFTexture(other: AnimatedGIFTexture)
        open fun clone(): AnimatedGIFTexture
        open fun getCanvas(): Canvas
        open fun getHeight(): Int
        open fun getMovie(): Movie
        open fun getResourceId(): Int
        open fun getTextureSize(): Int
        open fun getWidth(): Int
        open fun rewind(): Unit
        open fun setFrom(other: AnimatedGIFTexture): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun update(): Unit
      abstract class Animation : Playable
        Module Contents Animation()
        class RepeatMode
          Module Contents INFINITE
          NONE
          RESTART
          REVERSE
          REVERSE_INFINITE
        open fun getDelayDelta(): Double
        open fun getDelayMilliseconds(): Long
        open fun getDurationDelta(): Double
        open fun getDurationMilliseconds(): Long
        open fun getInterpolatedTime(): Double
        open fun getInterpolator(): Interpolator
        open fun getRepeatMode(): RepeatMode
        open fun isFirstStart(): Boolean
        open fun registerListener(animationListener: IAnimationListener): Boolean
        open fun reset(): Unit
        open fun setDelayDelta(delay: Double): Unit
        open fun setDelayMilliseconds(delay: Long): Unit
        open fun setDurationDelta(duration: Double): Unit
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setInterpolator(interpolator: Interpolator): Unit
        open fun setRepeatCount(repeatCount: Int): Unit
        open fun setRepeatMode(repeatMode: RepeatMode): Unit
        open fun setStartTime(startTime: Double): Unit
        open fun setStartTime(startTime: Long): Unit
        open fun unregisterListener(animationListener: IAnimationListener): Boolean
        open fun update(deltaTime: Double): Unit
      abstract class Animation : Playable
        Module Contents Animation()
        class RepeatMode
          Module Contents INFINITE
          NONE
          RESTART
          REVERSE
          REVERSE_INFINITE
        open fun getDelayDelta(): Double
        open fun getDelayMilliseconds(): Long
        open fun getDurationDelta(): Double
        open fun getDurationMilliseconds(): Long
        open fun getInterpolatedTime(): Double
        open fun getInterpolator(): Interpolator
        open fun getRepeatMode(): RepeatMode
        open fun isFirstStart(): Boolean
        open fun registerListener(animationListener: IAnimationListener): Boolean
        open fun reset(): Unit
        open fun setDelayDelta(delay: Double): Unit
        open fun setDelayMilliseconds(delay: Long): Unit
        open fun setDurationDelta(duration: Double): Unit
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setInterpolator(interpolator: Interpolator): Unit
        open fun setRepeatCount(repeatCount: Int): Unit
        open fun setRepeatMode(repeatMode: RepeatMode): Unit
        open fun setStartTime(startTime: Double): Unit
        open fun setStartTime(startTime: Long): Unit
        open fun unregisterListener(animationListener: IAnimationListener): Boolean
        open fun update(deltaTime: Double): Unit
      abstract class Animation3D : Animation
        Module Contents Animation3D()
        open fun getTransformable3D(): ATransformable3D
        open fun play(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D): Unit
      abstract class Animation3D : Animation
        Module Contents Animation3D()
        open fun getTransformable3D(): ATransformable3D
        open fun play(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D): Unit
      open class AnimationGroup : Animation
        Module Contents AnimationGroup()
        open fun addAnimation(animation: Animation): Unit
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationGroup : Animation
        Module Contents AnimationGroup()
        open fun addAnimation(animation: Animation): Unit
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationQueue : AnimationGroup
        Module Contents AnimationQueue()
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationQueue : AnimationGroup
        Module Contents AnimationQueue()
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class ArcballCamera : Camera
        Module Contents ArcballCamera(context: Context, view: View)
        ArcballCamera(context: Context, view: View, target: Object3D)
        open fun getScreenMappingRatio(): Float
        open fun getTarget(): Object3D
        open fun getViewMatrix(): Matrix4
        open fun resetCameraOrientation(): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setScreenMappingRatio(ratio: Float): Unit
        open fun setTarget(target: Object3D): Unit
      open class ArcballCamera : Camera
        Module Contents ArcballCamera(context: Context, view: View)
        ArcballCamera(context: Context, view: View, target: Object3D)
        open fun getScreenMappingRatio(): Float
        open fun getTarget(): Object3D
        open fun getViewMatrix(): Matrix4
        open fun resetCameraOrientation(): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setScreenMappingRatio(ratio: Float): Unit
        open fun setTarget(target: Object3D): Unit
      open class ArchimedeanSpiral3D : ASpiral3D
        Module Contents ArchimedeanSpiral3D(scale: Double, density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
      open class ArchimedeanSpiral3D : ASpiral3D
        Module Contents ArchimedeanSpiral3D(scale: Double, density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
      open class ArrayUtils
        Module Contents ArrayUtils()
        open static fun concatAllDouble(vararg arrays: DoubleArray): DoubleArray
        open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
        open static fun concatAllInt(vararg arrays: IntArray): IntArray
        open static fun convertDoublesToFloats(input: DoubleArray, output: FloatArray): FloatArray
        open static fun convertDoublesToFloats(input: DoubleArray): FloatArray
        open static fun convertFloatsToDoubles(input: FloatArray, output: DoubleArray): DoubleArray
        open static fun convertFloatsToDoubles(input: FloatArray): DoubleArray
        open static fun getDoubleArrayFromBuffer(buffer: DoubleBuffer): DoubleArray
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
        open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
      open class ArrayUtils
        Module Contents ArrayUtils()
        open static fun concatAllDouble(vararg arrays: DoubleArray): DoubleArray
        open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
        open static fun concatAllInt(vararg arrays: IntArray): IntArray
        open static fun convertDoublesToFloats(input: DoubleArray, output: FloatArray): FloatArray
        open static fun convertDoublesToFloats(input: DoubleArray): FloatArray
        open static fun convertFloatsToDoubles(input: FloatArray, output: DoubleArray): DoubleArray
        open static fun convertFloatsToDoubles(input: FloatArray): DoubleArray
        open static fun getDoubleArrayFromBuffer(buffer: DoubleBuffer): DoubleArray
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
        open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
      open class AtcTexture : ACompressedTexture
        Module Contents AtcTexture(other: AtcTexture)
        AtcTexture(textureName: String, byteBuffer: ByteBuffer, atcFormat: AtcFormat)
        AtcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, atcFormat: AtcFormat)
        class AtcFormat
          Module Contents RGB
          RGBA_EXPLICIT
          RGBA_INTERPOLATED
        open fun clone(): AtcTexture
        open fun getAtcFormat(): AtcFormat
        open fun setAtcFormat(atcFormat: AtcFormat): Unit
        open fun setFrom(other: AtcTexture): Unit
      open class AtcTexture : ACompressedTexture
        Module Contents AtcTexture(other: AtcTexture)
        AtcTexture(textureName: String, byteBuffer: ByteBuffer, atcFormat: AtcFormat)
        AtcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, atcFormat: AtcFormat)
        class AtcFormat
          Module Contents RGB
          RGBA_EXPLICIT
          RGBA_INTERPOLATED
        open fun clone(): AtcTexture
        open fun getAtcFormat(): AtcFormat
        open fun setAtcFormat(atcFormat: AtcFormat): Unit
        open fun setFrom(other: AtcTexture): Unit
      open class BlendPass : EffectPass
        Module Contents BlendPass(blendMode: BlendMode, blendTexture: ATexture)
        class BlendMode
          Module Contents ADD
          SCREEN
          SUBTRACT
        open fun setMaterial(material: Material): Unit
        open fun setShaderParams(): Unit
      open class BlendPass : EffectPass
        Module Contents BlendPass(blendMode: BlendMode, blendTexture: ATexture)
        class BlendMode
          Module Contents ADD
          SCREEN
          SUBTRACT
        open fun setMaterial(material: Material): Unit
        open fun setShaderParams(): Unit
      open class BlockAnimationSet : ABlockParser
        Module Contents BlockAnimationSet()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockAnimationSet : ABlockParser
        Module Contents BlockAnimationSet()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockAnimator : ABlockParser
        Module Contents BlockAnimator()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockAnimator : ABlockParser
        Module Contents BlockAnimator()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockBitmapTexture : ABlockParser
        Module Contents BlockBitmapTexture()
        static val IMAGE_TYPE_EMBEDDED: Byte
        static val IMAGE_TYPE_EXTERNAL: Byte
        open fun getTexture(): Bitmap
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockBitmapTexture : ABlockParser
        Module Contents BlockBitmapTexture()
        static val IMAGE_TYPE_EMBEDDED: Byte
        static val IMAGE_TYPE_EXTERNAL: Byte
        open fun getTexture(): Bitmap
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCamera : ABlockParser
        Module Contents BlockCamera()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCamera : ABlockParser
        Module Contents BlockCamera()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCommand : ABlockParser
        Module Contents BlockCommand()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCommand : ABlockParser
        Module Contents BlockCommand()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockContainer : ABaseObjectBlockParser
        Module Contents BlockContainer()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockContainer : ABaseObjectBlockParser
        Module Contents BlockContainer()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCubeTexture : ABlockParser
        Module Contents BlockCubeTexture()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCubeTexture : ABlockParser
        Module Contents BlockCubeTexture()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockLight : ABlockParser
        Module Contents BlockLight()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockLight : ABlockParser
        Module Contents BlockLight()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockLightPicker : ABlockParser
        Module Contents BlockLightPicker()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockLightPicker : ABlockParser
        Module Contents BlockLightPicker()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshInstance : AExportableBlockParser
        Module Contents BlockMeshInstance()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshInstance : AExportableBlockParser
        Module Contents BlockMeshInstance()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshPose : ABlockParser
        Module Contents BlockMeshPose()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshPose : ABlockParser
        Module Contents BlockMeshPose()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshPoseAnimation : ABlockParser
        Module Contents BlockMeshPoseAnimation()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshPoseAnimation : ABlockParser
        Module Contents BlockMeshPoseAnimation()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMetaData : ABlockParser
        Module Contents BlockMetaData()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMetaData : ABlockParser
        Module Contents BlockMetaData()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockNamespace : ABlockParser
        Module Contents BlockNamespace()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockNamespace : ABlockParser
        Module Contents BlockNamespace()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockPrimitiveGeometry : ABaseObjectBlockParser
        Module Contents BlockPrimitiveGeometry()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockPrimitiveGeometry : ABaseObjectBlockParser
        Module Contents BlockPrimitiveGeometry()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockScene : ABlockParser
        Module Contents BlockScene()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockScene : ABlockParser
        Module Contents BlockScene()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockShadowMethod : ABlockParser
        Module Contents BlockShadowMethod()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockShadowMethod : ABlockParser
        Module Contents BlockShadowMethod()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSharedMethod : ABlockParser
        Module Contents BlockSharedMethod()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSharedMethod : ABlockParser
        Module Contents BlockSharedMethod()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSimpleMaterial : ATextureBlockParser
        Module Contents BlockSimpleMaterial()
        static val MATERIAL_TYPE_COLOR: Byte
        static val MATERIAL_TYPE_TEXTURE: Byte
        open fun getMaterial(): Material
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSimpleMaterial : ATextureBlockParser
        Module Contents BlockSimpleMaterial()
        static val MATERIAL_TYPE_COLOR: Byte
        static val MATERIAL_TYPE_TEXTURE: Byte
        open fun getMaterial(): Material
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeleton : ABlockParser
        Module Contents BlockSkeleton()
        open fun getJoints(): Array<SkeletonJoint>
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeleton : ABlockParser
        Module Contents BlockSkeleton()
        open fun getJoints(): Array<SkeletonJoint>
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeletonAnimation : ABlockParser
        Module Contents BlockSkeletonAnimation()
        open fun getAnimation(): SkeletalAnimationSequence
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeletonAnimation : ABlockParser
        Module Contents BlockSkeletonAnimation()
        open fun getAnimation(): SkeletalAnimationSequence
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeletonPose : ABlockParser
        Module Contents BlockSkeletonPose()
        open fun getPoses(): SkeletalAnimationFrame
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeletonPose : ABlockParser
        Module Contents BlockSkeletonPose()
        open fun getPoses(): SkeletalAnimationFrame
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkybox : ABlockParser
        Module Contents BlockSkybox()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkybox : ABlockParser
        Module Contents BlockSkybox()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockTextureProjector : ABlockParser
        Module Contents BlockTextureProjector()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockTextureProjector : ABlockParser
        Module Contents BlockTextureProjector()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockTriangleGeometry : ABaseObjectBlockParser
        Module Contents BlockTriangleGeometry()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockTriangleGeometry : ABaseObjectBlockParser
        Module Contents BlockTriangleGeometry()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockUVAnimation : ABlockParser
        Module Contents BlockUVAnimation()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockUVAnimation : ABlockParser
        Module Contents BlockUVAnimation()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BloomEffect : APostProcessingEffect
        Module Contents BloomEffect(scene: Scene, camera: Camera, width: Int, height: Int, lowerThreshold: Int, upperThreshold: Int, blendMode: BlendMode)
        open fun initialize(renderer: Renderer): Unit
      open class BloomEffect : APostProcessingEffect
        Module Contents BloomEffect(scene: Scene, camera: Camera, width: Int, height: Int, lowerThreshold: Int, upperThreshold: Int, blendMode: BlendMode)
        open fun initialize(renderer: Renderer): Unit
      open class BlurPass : EffectPass
        Module Contents BlurPass(direction: Direction, radius: Float, screenWidth: Int, screenHeight: Int)
        class Direction
          Module Contents HORIZONTAL
          VERTICAL
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class BlurPass : EffectPass
        Module Contents BlurPass(direction: Direction, radius: Float, screenWidth: Int, screenHeight: Int)
        class Direction
          Module Contents HORIZONTAL
          VERTICAL
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class BoundingBox : IBoundingVolume
        Module Contents BoundingBox()
        BoundingBox(min: Vector3, max: Vector3)
        BoundingBox(points: Array<Vector3>)
        BoundingBox(geometry: Geometry3D)
        open fun calculateBounds(geometry: Geometry3D): Unit
        open fun calculatePoints(): Unit
        open fun copyPoints(pts: Array<Vector3>): Unit
        open fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        open fun getBoundingColor(): Int
        open fun getMax(): Vector3
        open fun getMin(): Vector3
        open fun getPosition(): Vector3
        open fun getTransformedMax(): Vector3
        open fun getTransformedMin(): Vector3
        open fun getVisual(): Object3D
        open fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        open fun setBoundingColor(color: Int): Unit
        open fun setMax(max: Vector3): Unit
        open fun setMin(min: Vector3): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4): Unit
      open class BoundingBox : IBoundingVolume
        Module Contents BoundingBox()
        BoundingBox(min: Vector3, max: Vector3)
        BoundingBox(points: Array<Vector3>)
        BoundingBox(geometry: Geometry3D)
        open fun calculateBounds(geometry: Geometry3D): Unit
        open fun calculatePoints(): Unit
        open fun copyPoints(pts: Array<Vector3>): Unit
        open fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        open fun getBoundingColor(): Int
        open fun getMax(): Vector3
        open fun getMin(): Vector3
        open fun getPosition(): Vector3
        open fun getTransformedMax(): Vector3
        open fun getTransformedMin(): Vector3
        open fun getVisual(): Object3D
        open fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        open fun setBoundingColor(color: Int): Unit
        open fun setMax(max: Vector3): Unit
        open fun setMin(min: Vector3): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4): Unit
      open class BoundingSphere : IBoundingVolume
        Module Contents BoundingSphere()
        BoundingSphere(geometry: Geometry3D)
        open fun calculateBounds(geometry: Geometry3D): Unit
        open fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        open fun getBoundingColor(): Int
        open fun getPosition(): Vector3
        open fun getRadius(): Double
        open fun getScale(): Double
        open fun getScaledRadius(): Double
        open fun getVisual(): Object3D
        open fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        open fun setBoundingColor(color: Int): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4): Unit
      open class BoundingSphere : IBoundingVolume
        Module Contents BoundingSphere()
        BoundingSphere(geometry: Geometry3D)
        open fun calculateBounds(geometry: Geometry3D): Unit
        open fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        open fun getBoundingColor(): Int
        open fun getPosition(): Vector3
        open fun getRadius(): Double
        open fun getScale(): Double
        open fun getScaledRadius(): Double
        open fun getVisual(): Object3D
        open fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        open fun setBoundingColor(color: Int): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4): Unit
      open class BufferInfo
        Module Contents BufferInfo()
        BufferInfo(bufferType: BufferType, buffer: Buffer)
        var buffer: Buffer
        var bufferHandle: Int
        var bufferType: BufferType
        var byteSize: Int
        var offset: Int
        var rajawaliHandle: Int
        var stride: Int
        var target: Int
        open fun toString(): String
        var type: Int
        var usage: Int
      open class BufferInfo
        Module Contents BufferInfo()
        BufferInfo(bufferType: BufferType, buffer: Buffer)
        var buffer: Buffer
        var bufferHandle: Int
        var bufferType: BufferType
        var byteSize: Int
        var offset: Int
        var rajawaliHandle: Int
        var stride: Int
        var target: Int
        open fun toString(): String
        var type: Int
        var usage: Int
      class BuildConfig
        Module Contents BuildConfig()
        static val APPLICATION_ID: String
        static val BUILD_TYPE: String
        static val DEBUG: Boolean
        static val FLAVOR: String
        static val VERSION_CODE: Int
        static val VERSION_NAME: String
      class BuildConfig
        Module Contents BuildConfig()
        static val APPLICATION_ID: String
        static val BUILD_TYPE: String
        static val DEBUG: Boolean
        static val FLAVOR: String
        static val VERSION_CODE: Int
        static val VERSION_NAME: String
      open class Camera : ATransformable3D
        Module Contents Camera()
        open fun clone(): Camera
        open fun getFarPlane(): Double
        open fun getFieldOfView(): Double
        open fun getFrustum(): Frustum
        open fun getFrustumCorners(points: Array<Vector3>): Unit
        open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean): Unit
        open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean, inverse: Boolean): Unit
        open fun getNearPlane(): Double
        open fun getProjectionMatrix(): Matrix4
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getViewMatrix(): Matrix4
        open fun isInitialized(): Boolean
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
        open fun resetCameraOrientation(): Unit
        open fun setCameraOrientation(quaternion: Quaternion): Unit
        open fun setCameraPitch(angle: Double): Unit
        open fun setCameraRoll(angle: Double): Unit
        open fun setCameraYaw(angle: Double): Unit
        open fun setFarPlane(farPlane: Double): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setNearPlane(nearPlane: Double): Unit
        open fun setProjectionMatrix(matrix: Matrix4): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
        open fun updateFrustum(invVPMatrix: Matrix4): Unit
        open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
        open fun updatePerspective(fovX: Double, fovY: Double): Unit
      open class Camera : ATransformable3D
        Module Contents Camera()
        open fun clone(): Camera
        open fun getFarPlane(): Double
        open fun getFieldOfView(): Double
        open fun getFrustum(): Frustum
        open fun getFrustumCorners(points: Array<Vector3>): Unit
        open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean): Unit
        open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean, inverse: Boolean): Unit
        open fun getNearPlane(): Double
        open fun getProjectionMatrix(): Matrix4
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getViewMatrix(): Matrix4
        open fun isInitialized(): Boolean
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
        open fun resetCameraOrientation(): Unit
        open fun setCameraOrientation(quaternion: Quaternion): Unit
        open fun setCameraPitch(angle: Double): Unit
        open fun setCameraRoll(angle: Double): Unit
        open fun setCameraYaw(angle: Double): Unit
        open fun setFarPlane(farPlane: Double): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setNearPlane(nearPlane: Double): Unit
        open fun setProjectionMatrix(matrix: Matrix4): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
        open fun updateFrustum(invVPMatrix: Matrix4): Unit
        open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
        open fun updatePerspective(fovX: Double, fovY: Double): Unit
      open class Camera2D : Camera
        Module Contents Camera2D()
        open fun getHeight(): Double
        open fun getWidth(): Double
        open fun setHeight(height: Double): Unit
        open fun setProjectionMatrix(widthNotUsed: Int, heightNotUsed: Int): Unit
        open fun setWidth(width: Double): Unit
      open class Camera2D : Camera
        Module Contents Camera2D()
        open fun getHeight(): Double
        open fun getWidth(): Double
        open fun setHeight(height: Double): Unit
        open fun setProjectionMatrix(widthNotUsed: Int, heightNotUsed: Int): Unit
        open fun setWidth(width: Double): Unit
      open class Capabilities
        Module Contents open class UnsupportedCapabilityException : Exception
          Module Contents UnsupportedCapabilityException()
          UnsupportedCapabilityException(detailMessage: String)
          UnsupportedCapabilityException(detailMessage: String, throwable: Throwable)
          UnsupportedCapabilityException(throwable: Throwable)
        open static fun getEGLMajorVersion(): Int
        open static fun getEGLMinorVersion(): Int
        @NonNull open fun getExtensions(): Array<String>
        open static fun getGLESMajorVersion(): Int
        @NonNull open static fun getInstance(): Capabilities
        open fun getMaxAliasedLineWidth(): Int
        open fun getMaxAliasedPointSize(): Int
        open fun getMaxCombinedTextureUnits(): Int
        open fun getMaxCubeMapTextureSize(): Int
        open fun getMaxFragmentUniformVectors(): Int
        open fun getMaxRenderbufferSize(): Int
        open fun getMaxTextureImageUnits(): Int
        open fun getMaxTextureSize(): Int
        open fun getMaxVaryingVectors(): Int
        open fun getMaxVertexAttribs(): Int
        open fun getMaxVertexTextureImageUnits(): Int
        open fun getMaxVertexUniformVectors(): Int
        open fun getMaxViewportHeight(): Int
        open fun getMaxViewportWidth(): Int
        open fun getMinAliasedLineWidth(): Int
        open fun getMinAliasedPointSize(): Int
        @NonNull open fun getRenderer(): String
        @NonNull open fun getVendor(): String
        @NonNull open fun getVersion(): String
        open fun toString(): String
        open fun verifyExtension(@NonNull extension: String): Unit
      open class Capabilities
        Module Contents open class UnsupportedCapabilityException : Exception
          Module Contents UnsupportedCapabilityException()
          UnsupportedCapabilityException(detailMessage: String)
          UnsupportedCapabilityException(detailMessage: String, throwable: Throwable)
          UnsupportedCapabilityException(throwable: Throwable)
        open static fun getEGLMajorVersion(): Int
        open static fun getEGLMinorVersion(): Int
        @NonNull open fun getExtensions(): Array<String>
        open static fun getGLESMajorVersion(): Int
        @NonNull open static fun getInstance(): Capabilities
        open fun getMaxAliasedLineWidth(): Int
        open fun getMaxAliasedPointSize(): Int
        open fun getMaxCombinedTextureUnits(): Int
        open fun getMaxCubeMapTextureSize(): Int
        open fun getMaxFragmentUniformVectors(): Int
        open fun getMaxRenderbufferSize(): Int
        open fun getMaxTextureImageUnits(): Int
        open fun getMaxTextureSize(): Int
        open fun getMaxVaryingVectors(): Int
        open fun getMaxVertexAttribs(): Int
        open fun getMaxVertexTextureImageUnits(): Int
        open fun getMaxVertexUniformVectors(): Int
        open fun getMaxViewportHeight(): Int
        open fun getMaxViewportWidth(): Int
        open fun getMinAliasedLineWidth(): Int
        open fun getMinAliasedPointSize(): Int
        @NonNull open fun getRenderer(): String
        @NonNull open fun getVendor(): String
        @NonNull open fun getVersion(): String
        open fun toString(): String
        open fun verifyExtension(@NonNull extension: String): Unit
      open class CatmullRomCurve3D : ICurve3D
        Module Contents CatmullRomCurve3D()
        open fun addPoint(point: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun getLength(segments: Int): Double
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3
        open fun getPoints(): MutableList<Vector3>
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        open fun reparametrizeForUniformDistribution(resolution: Int): Unit
        open fun selectPoint(point: Vector3): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CatmullRomCurve3D : ICurve3D
        Module Contents CatmullRomCurve3D()
        open fun addPoint(point: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun getLength(segments: Int): Double
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3
        open fun getPoints(): MutableList<Vector3>
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        open fun reparametrizeForUniformDistribution(resolution: Int): Unit
        open fun selectPoint(point: Vector3): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class ChaseCamera : AObjectCamera
        Module Contents ChaseCamera()
        ChaseCamera(cameraOffset: Vector3)
        ChaseCamera(cameraOffset: Vector3, objectToChase: Object3D)
        open fun getViewMatrix(): Matrix4
        open fun setLinkedObject(object: Object3D): Unit
      open class ChaseCamera : AObjectCamera
        Module Contents ChaseCamera()
        ChaseCamera(cameraOffset: Vector3)
        ChaseCamera(cameraOffset: Vector3, objectToChase: Object3D)
        open fun getViewMatrix(): Matrix4
        open fun setLinkedObject(object: Object3D): Unit
      open class ClearMaskPass : APass
        Module Contents ClearMaskPass()
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class ClearMaskPass : APass
        Module Contents ClearMaskPass()
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class CoalesceAnimation3D : Animation3D
        Module Contents CoalesceAnimation3D(rootConfig: CoalesceConfig)
        open class CoalesceConfig
          Module Contents CoalesceConfig(spiral: ASpiral3D, object: ATransformable3D, coalesceAround: ATransformable3D, endProximity: Double)
          CoalesceConfig(spiral: ASpiral3D, object: ATransformable3D, coalesceAround: Vector3, endProximity: Double)
          val coalesceAroundObject: ATransformable3D
          val coalesceAroundPoint: Vector3
          val endProximity: Double
          val object: ATransformable3D
          val spiral: ASpiral3D
        open fun addCoalescingGroup(objects: MutableList<CoalesceConfig>): Unit
        open fun addCoalescingObject(object: CoalesceConfig): Unit
      open class CoalesceAnimation3D : Animation3D
        Module Contents CoalesceAnimation3D(rootConfig: CoalesceConfig)
        open class CoalesceConfig
          Module Contents CoalesceConfig(spiral: ASpiral3D, object: ATransformable3D, coalesceAround: ATransformable3D, endProximity: Double)
          CoalesceConfig(spiral: ASpiral3D, object: ATransformable3D, coalesceAround: Vector3, endProximity: Double)
          val coalesceAroundObject: ATransformable3D
          val coalesceAroundPoint: Vector3
          val endProximity: Double
          val object: ATransformable3D
          val spiral: ASpiral3D
        open fun addCoalescingGroup(objects: MutableList<CoalesceConfig>): Unit
        open fun addCoalescingObject(object: CoalesceConfig): Unit
      open class ColorAnimation3D : Animation3D
        Module Contents ColorAnimation3D(fromColor: Int, toColor: Int)
        open fun setTransformable3D(transformable3D: ATransformable3D): Unit
      open class ColorAnimation3D : Animation3D
        Module Contents ColorAnimation3D(fromColor: Int, toColor: Int)
        open fun setTransformable3D(transformable3D: ATransformable3D): Unit
      open class ColorThresholdPass : EffectPass
        Module Contents ColorThresholdPass(lowerThreshold: Int, upperThreshold: Int)
        open fun setShaderParams(): Unit
      open class ColorThresholdPass : EffectPass
        Module Contents ColorThresholdPass(lowerThreshold: Int, upperThreshold: Int)
        open fun setShaderParams(): Unit
      open class CompoundCurve3D : ICurve3D
        Module Contents CompoundCurve3D()
        open fun addCurve(curve: ICurve3D): Unit
        open fun calculatePoint(point: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun getNumCurves(): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CompoundCurve3D : ICurve3D
        Module Contents CompoundCurve3D()
        open fun addCurve(curve: ICurve3D): Unit
        open fun calculatePoint(point: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun getNumCurves(): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CoordinateTrident : Object3D
        Module Contents CoordinateTrident()
      open class CoordinateTrident : Object3D
        Module Contents CoordinateTrident()
      open class CopyPass : Material
        Module Contents CopyPass()
        open fun setOpacity(opacity: Float): Unit
      open class CopyPass : Material
        Module Contents CopyPass()
        open fun setOpacity(opacity: Float): Unit
      open class CopyToNewRenderTargetPass : EffectPass
        Module Contents CopyToNewRenderTargetPass(name: String, renderer: Renderer, width: Int, height: Int)
        open fun getRenderTarget(): RenderTarget
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class CopyToNewRenderTargetPass : EffectPass
        Module Contents CopyToNewRenderTargetPass(name: String, renderer: Renderer, width: Int, height: Int)
        open fun getRenderTarget(): RenderTarget
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class Cube : Object3D
        Module Contents Cube(size: Float)
        Cube(size: Float, isSkybox: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Cube : Object3D
        Module Contents Cube(size: Float)
        Cube(size: Float, isSkybox: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class CubeMapTexture : AMultiTexture
        Module Contents CubeMapTexture(other: CubeMapTexture)
        CubeMapTexture(textureName: String)
        CubeMapTexture(textureName: String, resourceIds: IntArray)
        CubeMapTexture(textureName: String, bitmaps: Array<Bitmap>)
        CubeMapTexture(textureName: String, byteBuffers: Array<ByteBuffer>)
        CubeMapTexture(textureName: String, compressedTextures: Array<ACompressedTexture>)
        val CUBE_FACES: IntArray
        open fun clone(): CubeMapTexture
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class CubeMapTexture : AMultiTexture
        Module Contents CubeMapTexture(other: CubeMapTexture)
        CubeMapTexture(textureName: String)
        CubeMapTexture(textureName: String, resourceIds: IntArray)
        CubeMapTexture(textureName: String, bitmaps: Array<Bitmap>)
        CubeMapTexture(textureName: String, byteBuffers: Array<ByteBuffer>)
        CubeMapTexture(textureName: String, compressedTextures: Array<ACompressedTexture>)
        val CUBE_FACES: IntArray
        open fun clone(): CubeMapTexture
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class CubicBezierCurve3D : ICurve3D
        Module Contents CubicBezierCurve3D()
        CubicBezierCurve3D(point1: Vector3, controlPoint1: Vector3, controlPoint2: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, controlPoint1: Vector3, controlPoint2: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CubicBezierCurve3D : ICurve3D
        Module Contents CubicBezierCurve3D()
        CubicBezierCurve3D(point1: Vector3, controlPoint1: Vector3, controlPoint2: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, controlPoint1: Vector3, controlPoint2: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class Cylinder : Object3D
        Module Contents Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int)
        Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Cylinder : Object3D
        Module Contents Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int)
        Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      abstract class Daydream : DreamService, IDisplay
        Module Contents Daydream()
        open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onDreamingStarted(): Unit
        open fun onDreamingStopped(): Unit
      abstract class Daydream : DreamService, IDisplay
        Module Contents Daydream()
        open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onDreamingStarted(): Unit
        open fun onDreamingStopped(): Unit
      open class DebugBoundingBox : DebugObject3D
        Module Contents DebugBoundingBox()
        DebugBoundingBox(light: ALight, color: Int, lineThickness: Int)
        open fun updateBoundingBox(boundingBox: BoundingBox): Unit
      open class DebugBoundingBox : DebugObject3D
        Module Contents DebugBoundingBox()
        DebugBoundingBox(light: ALight, color: Int, lineThickness: Int)
        open fun updateBoundingBox(boundingBox: BoundingBox): Unit
      open class DebugCamera : DebugObject3D
        Module Contents DebugCamera(camera: Camera)
        DebugCamera(camera: Camera, color: Int, lineThickness: Int)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun updateFrustum(): Unit
      open class DebugCamera : DebugObject3D
        Module Contents DebugCamera(camera: Camera)
        DebugCamera(camera: Camera, color: Int, lineThickness: Int)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun updateFrustum(): Unit
      open class DebugLight : DebugObject3D
        Module Contents DebugLight(light: ALight)
        DebugLight(light: ALight, color: Int, lineThickness: Int)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
      open class DebugLight : DebugObject3D
        Module Contents DebugLight(light: ALight)
        DebugLight(light: ALight, color: Int, lineThickness: Int)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
      open class DebugObject3D : Line3D
        Module Contents DebugObject3D()
        DebugObject3D(color: Int, lineThickness: Int)
        open fun setRenderer(renderer: Renderer): Unit
      open class DebugObject3D : Line3D
        Module Contents DebugObject3D()
        DebugObject3D(color: Int, lineThickness: Int)
        open fun setRenderer(renderer: Renderer): Unit
      abstract class DebugRenderer : Renderer
        Module Contents DebugRenderer(context: Context, debugConfig: Builder, registerForResources: Boolean)
        open fun onRenderFrame(gl: GL10): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
      abstract class DebugRenderer : Renderer
        Module Contents DebugRenderer(context: Context, debugConfig: Builder, registerForResources: Boolean)
        open fun onRenderFrame(gl: GL10): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
      open class DebugVisualizer : Object3D
        Module Contents DebugVisualizer(renderer: Renderer)
        open fun addChild(child: DebugObject3D): Unit
      open class DebugVisualizer : Object3D
        Module Contents DebugVisualizer(renderer: Renderer)
        open fun addChild(child: DebugObject3D): Unit
      open class DecalMaterialPlugin : IMaterialPlugin
        Module Contents DecalMaterialPlugin(decalMap: Texture)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class DecalMaterialPlugin : IMaterialPlugin
        Module Contents DecalMaterialPlugin(decalMap: Texture)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class DepthMaterialPlugin : IMaterialPlugin
        Module Contents DepthMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setFarPlane(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class DepthMaterialPlugin : IMaterialPlugin
        Module Contents DepthMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setFarPlane(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class DepthPass : APass
        Module Contents DepthPass(scene: Scene, camera: Camera)
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class DepthPass : APass
        Module Contents DepthPass(scene: Scene, camera: Camera)
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      abstract class DiffuseMethod
        Module Contents DiffuseMethod()
        class DiffuseShaderVar : IGlobalShaderVar
          Module Contents L_NDOTL
          fun getDataType(): DataType
          fun getVarString(): String
        class Lambert : IDiffuseMethod
          Module Contents Lambert()
          Lambert(intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getIntensity(): Float
          fun getVertexShaderFragment(): IShaderFragment
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight>): Unit
        class Toon : IDiffuseMethod
          Module Contents Toon()
          Toon(toonColor0: Int, toonColor1: Int, toonColor2: Int, toonColor3: Int)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getVertexShaderFragment(): IShaderFragment
          fun setLights(lights: MutableList<ALight>): Unit
          @NonNull fun toString(): String
      abstract class DiffuseMethod
        Module Contents DiffuseMethod()
        class DiffuseShaderVar : IGlobalShaderVar
          Module Contents L_NDOTL
          fun getDataType(): DataType
          fun getVarString(): String
        class Lambert : IDiffuseMethod
          Module Contents Lambert()
          Lambert(intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getIntensity(): Float
          fun getVertexShaderFragment(): IShaderFragment
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight>): Unit
        class Toon : IDiffuseMethod
          Module Contents Toon()
          Toon(toonColor0: Int, toonColor1: Int, toonColor2: Int, toonColor3: Int)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getVertexShaderFragment(): IShaderFragment
          fun setLights(lights: MutableList<ALight>): Unit
          @NonNull fun toString(): String
      open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents DiffuseTextureFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents DiffuseTextureFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class DirectionalLight : ALight
        Module Contents DirectionalLight()
        DirectionalLight(xDir: Double, yDir: Double, zDir: Double)
        open fun getDirection(): DoubleArray
        open fun getDirectionVector(): Vector3
        open fun resetToLookAt(upAxis: Vector3): ATransformable3D
      open class DirectionalLight : ALight
        Module Contents DirectionalLight()
        DirectionalLight(xDir: Double, yDir: Double, zDir: Double)
        open fun getDirection(): DoubleArray
        open fun getDirectionVector(): Vector3
        open fun resetToLookAt(upAxis: Vector3): ATransformable3D
      open class Dxt1Texture : ACompressedTexture
        Module Contents Dxt1Texture(other: Dxt1Texture)
        Dxt1Texture(textureName: String, byteBuffer: ByteBuffer, dxt1Format: Dxt1Format)
        Dxt1Texture(textureName: String, byteBuffers: Array<ByteBuffer>, dxt1Format: Dxt1Format)
        class Dxt1Format
          Module Contents RGB
          RGBA
        open fun clone(): Dxt1Texture
        open fun getDxt1Format(): Dxt1Format
        open fun setDxt1Format(dxt1Format: Dxt1Format): Unit
        open fun setFrom(other: Dxt1Texture): Unit
      open class Dxt1Texture : ACompressedTexture
        Module Contents Dxt1Texture(other: Dxt1Texture)
        Dxt1Texture(textureName: String, byteBuffer: ByteBuffer, dxt1Format: Dxt1Format)
        Dxt1Texture(textureName: String, byteBuffers: Array<ByteBuffer>, dxt1Format: Dxt1Format)
        class Dxt1Format
          Module Contents RGB
          RGBA
        open fun clone(): Dxt1Texture
        open fun getDxt1Format(): Dxt1Format
        open fun setDxt1Format(dxt1Format: Dxt1Format): Unit
        open fun setFrom(other: Dxt1Texture): Unit
      open class ETC2Util
        Module Contents ETC2Util()
        class ETC2
          Module Contents ETC2()
          static fun getETC2CompressionType(header: ByteBuffer): Int
          static fun getEncodedDataSize(width: Int, height: Int): Int
          static fun getEncodedHeight(header: ByteBuffer): Int
          static fun getEncodedWidth(header: ByteBuffer): Int
          static fun getHeight(header: ByteBuffer): Int
          static fun getWidth(header: ByteBuffer): Int
          static fun isValid(header: ByteBuffer): Boolean
        open class ETC2Texture
          Module Contents ETC2Texture(type: Int, width: Int, height: Int, data: ByteBuffer)
          open fun getCompressionFormat(): Int
          open fun getData(): ByteBuffer
          open fun getHeight(): Int
          open fun getWidth(): Int
        static val GL_COMPRESSED_ETC1_RGB8_OES: Int
        static val GL_COMPRESSED_R11_EAC: Int
        static val GL_COMPRESSED_RG11_EAC: Int
        static val GL_COMPRESSED_RGB8_ETC2: Int
        static val GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        static val GL_COMPRESSED_RGBA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SIGNED_R11_EAC: Int
        static val GL_COMPRESSED_SIGNED_RG11_EAC: Int
        static val GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SRGB8_ETC2: Int
        static val GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        open static fun createTexture(input: InputStream): ETC2Texture
        open static fun isETC2Supported(): Boolean
      open class ETC2Util
        Module Contents ETC2Util()
        class ETC2
          Module Contents ETC2()
          static fun getETC2CompressionType(header: ByteBuffer): Int
          static fun getEncodedDataSize(width: Int, height: Int): Int
          static fun getEncodedHeight(header: ByteBuffer): Int
          static fun getEncodedWidth(header: ByteBuffer): Int
          static fun getHeight(header: ByteBuffer): Int
          static fun getWidth(header: ByteBuffer): Int
          static fun isValid(header: ByteBuffer): Boolean
        open class ETC2Texture
          Module Contents ETC2Texture(type: Int, width: Int, height: Int, data: ByteBuffer)
          open fun getCompressionFormat(): Int
          open fun getData(): ByteBuffer
          open fun getHeight(): Int
          open fun getWidth(): Int
        static val GL_COMPRESSED_ETC1_RGB8_OES: Int
        static val GL_COMPRESSED_R11_EAC: Int
        static val GL_COMPRESSED_RG11_EAC: Int
        static val GL_COMPRESSED_RGB8_ETC2: Int
        static val GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        static val GL_COMPRESSED_RGBA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SIGNED_R11_EAC: Int
        static val GL_COMPRESSED_SIGNED_RG11_EAC: Int
        static val GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SRGB8_ETC2: Int
        static val GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        open static fun createTexture(input: InputStream): ETC2Texture
        open static fun isETC2Supported(): Boolean
      open class EffectPass : APass
        Module Contents EffectPass()
        EffectPass(@NonNull material: Material)
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setOpacity(value: Float): Unit
        open fun setShaderParams(): Unit
      open class EffectPass : APass
        Module Contents EffectPass()
        EffectPass(@NonNull material: Material)
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setOpacity(value: Float): Unit
        open fun setShaderParams(): Unit
      open class EllipticalOrbitAnimation3D : Animation3D
        Module Contents EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, axis: Axis, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, axis: Axis, direction: OrbitDirection)
        class OrbitDirection
          Module Contents CLOCKWISE
          COUNTERCLOCKWISE
      open class EllipticalOrbitAnimation3D : Animation3D
        Module Contents EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, axis: Axis, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, axis: Axis, direction: OrbitDirection)
        class OrbitDirection
          Module Contents CLOCKWISE
          COUNTERCLOCKWISE
      open class EmissionMaterialPlugin : IMaterialPlugin
        Module Contents EmissionMaterialPlugin(emissionTexture: Texture)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class EmissionMaterialPlugin : IMaterialPlugin
        Module Contents EmissionMaterialPlugin(emissionTexture: Texture)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class EmptyGL10 : GL10
        Module Contents EmptyGL10()
        open fun glActiveTexture(texture: Int): Unit
        open fun glAlphaFunc(func: Int, ref: Float): Unit
        open fun glAlphaFuncx(func: Int, ref: Int): Unit
        open fun glBindTexture(target: Int, texture: Int): Unit
        open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit
        open fun glClear(mask: Int): Unit
        open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit
        open fun glClearDepthf(depth: Float): Unit
        open fun glClearDepthx(depth: Int): Unit
        open fun glClearStencil(s: Int): Unit
        open fun glClientActiveTexture(texture: Int): Unit
        open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit
        open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
        open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
        open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer): Unit
        open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer): Unit
        open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
        open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
        open fun glCullFace(mode: Int): Unit
        open fun glDeleteTextures(n: Int, textures: IntArray, offset: Int): Unit
        open fun glDeleteTextures(n: Int, textures: IntBuffer): Unit
        open fun glDepthFunc(func: Int): Unit
        open fun glDepthMask(flag: Boolean): Unit
        open fun glDepthRangef(zNear: Float, zFar: Float): Unit
        open fun glDepthRangex(zNear: Int, zFar: Int): Unit
        open fun glDisable(cap: Int): Unit
        open fun glDisableClientState(array: Int): Unit
        open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit
        open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer): Unit
        open fun glEnable(cap: Int): Unit
        open fun glEnableClientState(array: Int): Unit
        open fun glFinish(): Unit
        open fun glFlush(): Unit
        open fun glFogf(pname: Int, param: Float): Unit
        open fun glFogfv(pname: Int, params: FloatArray, offset: Int): Unit
        open fun glFogfv(pname: Int, params: FloatBuffer): Unit
        open fun glFogx(pname: Int, param: Int): Unit
        open fun glFogxv(pname: Int, params: IntArray, offset: Int): Unit
        open fun glFogxv(pname: Int, params: IntBuffer): Unit
        open fun glFrontFace(mode: Int): Unit
        open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
        open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
        open fun glGenTextures(n: Int, textures: IntArray, offset: Int): Unit
        open fun glGenTextures(n: Int, textures: IntBuffer): Unit
        open fun glGetError(): Int
        open fun glGetIntegerv(pname: Int, params: IntArray, offset: Int): Unit
        open fun glGetIntegerv(pname: Int, params: IntBuffer): Unit
        open fun glGetString(name: Int): String
        open fun glHint(target: Int, mode: Int): Unit
        open fun glLightModelf(pname: Int, param: Float): Unit
        open fun glLightModelfv(pname: Int, params: FloatArray, offset: Int): Unit
        open fun glLightModelfv(pname: Int, params: FloatBuffer): Unit
        open fun glLightModelx(pname: Int, param: Int): Unit
        open fun glLightModelxv(pname: Int, params: IntArray, offset: Int): Unit
        open fun glLightModelxv(pname: Int, params: IntBuffer): Unit
        open fun glLightf(light: Int, pname: Int, param: Float): Unit
        open fun glLightfv(light: Int, pname: Int, params: FloatArray, offset: Int): Unit
        open fun glLightfv(light: Int, pname: Int, params: FloatBuffer): Unit
        open fun glLightx(light: Int, pname: Int, param: Int): Unit
        open fun glLightxv(light: Int, pname: Int, params: IntArray, offset: Int): Unit
        open fun glLightxv(light: Int, pname: Int, params: IntBuffer): Unit
        open fun glLineWidth(width: Float): Unit
        open fun glLineWidthx(width: Int): Unit
        open fun glLoadIdentity(): Unit
        open fun glLoadMatrixf(m: FloatArray, offset: Int): Unit
        open fun glLoadMatrixf(m: FloatBuffer): Unit
        open fun glLoadMatrixx(m: IntArray, offset: Int): Unit
        open fun glLoadMatrixx(m: IntBuffer): Unit
        open fun glLogicOp(opcode: Int): Unit
        open fun glMaterialf(face: Int, pname: Int, param: Float): Unit
        open fun glMaterialfv(face: Int, pname: Int, params: FloatArray, offset: Int): Unit
        open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer): Unit
        open fun glMaterialx(face: Int, pname: Int, param: Int): Unit
        open fun glMaterialxv(face: Int, pname: Int, params: IntArray, offset: Int): Unit
        open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer): Unit
        open fun glMatrixMode(mode: Int): Unit
        open fun glMultMatrixf(m: FloatArray, offset: Int): Unit
        open fun glMultMatrixf(m: FloatBuffer): Unit
        open fun glMultMatrixx(m: IntArray, offset: Int): Unit
        open fun glMultMatrixx(m: IntBuffer): Unit
        open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit
        open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit
        open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit
        open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit
        open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer): Unit
        open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
        open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
        open fun glPixelStorei(pname: Int, param: Int): Unit
        open fun glPointSize(size: Float): Unit
        open fun glPointSizex(size: Int): Unit
        open fun glPolygonOffset(factor: Float, units: Float): Unit
        open fun glPolygonOffsetx(factor: Int, units: Int): Unit
        open fun glPopMatrix(): Unit
        open fun glPushMatrix(): Unit
        open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer): Unit
        open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit
        open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit
        open fun glSampleCoverage(value: Float, invert: Boolean): Unit
        open fun glSampleCoveragex(value: Int, invert: Boolean): Unit
        open fun glScalef(x: Float, y: Float, z: Float): Unit
        open fun glScalex(x: Int, y: Int, z: Int): Unit
        open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit
        open fun glShadeModel(mode: Int): Unit
        open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit
        open fun glStencilMask(mask: Int): Unit
        open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit
        open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
        open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit
        open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray, offset: Int): Unit
        open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer): Unit
        open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit
        open fun glTexEnvxv(target: Int, pname: Int, params: IntArray, offset: Int): Unit
        open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer): Unit
        open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer): Unit
        open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit
        open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit
        open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer): Unit
        open fun glTranslatef(x: Float, y: Float, z: Float): Unit
        open fun glTranslatex(x: Int, y: Int, z: Int): Unit
        open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
        open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit
      open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents EnvironmentMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents EnvironmentMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class Etc1Texture : ACompressedTexture
        Module Contents Etc1Texture(textureName: String)
        Etc1Texture(resourceId: Int)
        Etc1Texture(textureName: String, resourceId: Int, fallbackTexture: Bitmap)
        Etc1Texture(textureName: String, resourceIds: IntArray)
        Etc1Texture(textureName: String, byteBuffer: ByteBuffer)
        Etc1Texture(textureName: String, byteBuffers: Array<ByteBuffer>)
        Etc1Texture(textureName: String, compressedTexture: InputStream, fallbackTexture: Bitmap)
        Etc1Texture(other: Etc1Texture)
        open fun clone(): Etc1Texture
        open fun getResourceId(): Int
        open fun setBitmap(bitmap: Bitmap): Unit
        open fun setInputStream(compressedTexture: InputStream, fallbackTexture: Bitmap): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      open class Etc1Texture : ACompressedTexture
        Module Contents Etc1Texture(textureName: String)
        Etc1Texture(resourceId: Int)
        Etc1Texture(textureName: String, resourceId: Int, fallbackTexture: Bitmap)
        Etc1Texture(textureName: String, resourceIds: IntArray)
        Etc1Texture(textureName: String, byteBuffer: ByteBuffer)
        Etc1Texture(textureName: String, byteBuffers: Array<ByteBuffer>)
        Etc1Texture(textureName: String, compressedTexture: InputStream, fallbackTexture: Bitmap)
        Etc1Texture(other: Etc1Texture)
        open fun clone(): Etc1Texture
        open fun getResourceId(): Int
        open fun setBitmap(bitmap: Bitmap): Unit
        open fun setInputStream(compressedTexture: InputStream, fallbackTexture: Bitmap): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      open class Etc2Texture : ACompressedTexture
        Module Contents Etc2Texture(textureName: String)
        Etc2Texture(resourceId: Int)
        Etc2Texture(textureName: String, resourceId: Int, fallbackTexture: Bitmap)
        Etc2Texture(textureName: String, resourceIds: IntArray)
        Etc2Texture(textureName: String, byteBuffer: ByteBuffer)
        Etc2Texture(textureName: String, byteBuffers: Array<ByteBuffer>)
        Etc2Texture(textureName: String, compressedTexture: InputStream, fallbackTexture: Bitmap)
        Etc2Texture(other: Etc1Texture)
        open fun clone(): ATexture
        open fun getResourceId(): Int
        open fun setInputStream(compressedTexture: InputStream, fallbackTexture: Bitmap): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      open class Etc2Texture : ACompressedTexture
        Module Contents Etc2Texture(textureName: String)
        Etc2Texture(resourceId: Int)
        Etc2Texture(textureName: String, resourceId: Int, fallbackTexture: Bitmap)
        Etc2Texture(textureName: String, resourceIds: IntArray)
        Etc2Texture(textureName: String, byteBuffer: ByteBuffer)
        Etc2Texture(textureName: String, byteBuffers: Array<ByteBuffer>)
        Etc2Texture(textureName: String, compressedTexture: InputStream, fallbackTexture: Bitmap)
        Etc2Texture(other: Etc1Texture)
        open fun clone(): ATexture
        open fun getResourceId(): Int
        open fun setInputStream(compressedTexture: InputStream, fallbackTexture: Bitmap): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      open class FBXValues
        Module Contents FBXValues()
        open class FBXColor4
          Module Contents FBXColor4(vals: String)
          var color: Int
        open class FBXFloatBuffer
          Module Contents FBXFloatBuffer(floats: String)
          var data: FloatArray
        open class FBXIntBuffer
          Module Contents FBXIntBuffer(ints: String)
          var data: IntArray
        open class FBXMatrix
          Module Contents FBXMatrix(vals: String)
          var data: FloatArray
        static val MODELTYPE_CAMERA: String
        static val MODELTYPE_CAMERA_SWITCHER: String
        static val MODELTYPE_LIGHT: String
        static val MODELTYPE_MESH: String
        var connections: Connections
        var creationTime: String
        var creator: String
        var definitions: Definitions
        var fbxHeaderExtension: FBXHeaderExtension
        var objects: Objects
        var relations: Relations
        var takes: Takes
        var version5: Version5
      open class FBXValues
        Module Contents FBXValues()
        open class FBXColor4
          Module Contents FBXColor4(vals: String)
          var color: Int
        open class FBXFloatBuffer
          Module Contents FBXFloatBuffer(floats: String)
          var data: FloatArray
        open class FBXIntBuffer
          Module Contents FBXIntBuffer(ints: String)
          var data: IntArray
        open class FBXMatrix
          Module Contents FBXMatrix(vals: String)
          var data: FloatArray
        static val MODELTYPE_CAMERA: String
        static val MODELTYPE_CAMERA_SWITCHER: String
        static val MODELTYPE_LIGHT: String
        static val MODELTYPE_MESH: String
        var connections: Connections
        var creationTime: String
        var creator: String
        var definitions: Definitions
        var fbxHeaderExtension: FBXHeaderExtension
        var objects: Objects
        var relations: Relations
        var takes: Takes
        var version5: Version5
      open class FXAAPass : EffectPass
        Module Contents FXAAPass()
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class FXAAPass : EffectPass
        Module Contents FXAAPass()
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class FirstPersonCamera : AObjectCamera
        Module Contents FirstPersonCamera()
        FirstPersonCamera(cameraOffset: Vector3)
        FirstPersonCamera(cameraOffset: Vector3, object: Object3D)
        open fun getViewMatrix(): Matrix4
      open class FirstPersonCamera : AObjectCamera
        Module Contents FirstPersonCamera()
        FirstPersonCamera(cameraOffset: Vector3)
        FirstPersonCamera(cameraOffset: Vector3, object: Object3D)
        open fun getViewMatrix(): Matrix4
      open class FogMaterialPlugin : IMaterialPlugin
        Module Contents FogMaterialPlugin(fogParams: FogParams)
        class FogParams
          Module Contents FogParams(fogType: FogType, fogColor: Int, near: Float, far: Float)
        class FogType
          Module Contents LINEAR
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class FogMaterialPlugin : IMaterialPlugin
        Module Contents FogMaterialPlugin(fogParams: FogParams)
        class FogParams
          Module Contents FogParams(fogType: FogType, fogColor: Int, near: Float, far: Float)
        class FogType
          Module Contents LINEAR
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class FragmentShader : AShader
        Module Contents FragmentShader()
        FragmentShader(resourceId: Int)
        FragmentShader(shaderString: String)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColorInfluence(): Float
        open fun hasCubeMaps(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setLocations(programHandle: Int): Unit
      open class FragmentShader : AShader
        Module Contents FragmentShader()
        FragmentShader(resourceId: Int)
        FragmentShader(shaderString: String)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColorInfluence(): Float
        open fun hasCubeMaps(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setLocations(programHandle: Int): Unit
      open class Frustum
        Module Contents Frustum()
        open fun boundsInFrustum(bounds: BoundingBox): Boolean
        open fun pointInFrustum(point: Vector3): Boolean
        open fun sphereInFrustum(center: Vector3, radius: Double): Boolean
        open fun update(inverseProjectionView: Matrix4): Unit
      open class Frustum
        Module Contents Frustum()
        open fun boundsInFrustum(bounds: BoundingBox): Boolean
        open fun pointInFrustum(point: Vector3): Boolean
        open fun sphereInFrustum(center: Vector3, radius: Double): Boolean
        open fun update(inverseProjectionView: Matrix4): Unit
      open class GLDebugger
        Module Contents class Builder
          Module Contents Builder()
          fun build(): GLDebugger
          fun checkAllGLErrors(): Unit
          fun checkSameThread(): Unit
          fun enableLogArgumentNames(): Unit
          fun setEGL(egl: EGL): Unit
          fun setGL(gl: GL): Unit
        open fun getEGL(): EGL
        open fun getGL(): GL10
      open class GLDebugger
        Module Contents class Builder
          Module Contents Builder()
          fun build(): GLDebugger
          fun checkAllGLErrors(): Unit
          fun checkSameThread(): Unit
          fun enableLogArgumentNames(): Unit
          fun setEGL(egl: EGL): Unit
          fun setGL(gl: GL): Unit
        open fun getEGL(): EGL
        open fun getGL(): GL10
      open class GLU
        Module Contents GLU()
        open static fun gluErrorString(error: Int): String
        open static fun gluLookAt(gl: GL10, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun gluOrtho2D(gl: GL10, left: Double, right: Double, bottom: Double, top: Double): Unit
        open static fun gluPerspective(gl: GL10, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, win: DoubleArray, winOffset: Int): Int
        open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, obj: DoubleArray, objOffset: Int): Int
      open class GLU
        Module Contents GLU()
        open static fun gluErrorString(error: Int): String
        open static fun gluLookAt(gl: GL10, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun gluOrtho2D(gl: GL10, left: Double, right: Double, bottom: Double, top: Double): Unit
        open static fun gluPerspective(gl: GL10, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, win: DoubleArray, winOffset: Int): Int
        open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, obj: DoubleArray, objOffset: Int): Int
      open class Geometry3D
        Module Contents Geometry3D()
        static val BYTE_SIZE_BYTES: Int
        class BufferType
          Module Contents BYTE_BUFFER
          FLOAT_BUFFER
          INT_BUFFER
          SHORT_BUFFER
        static val COLOR_BUFFER_KEY: Int
        static val FLOAT_SIZE_BYTES: Int
        static val INDEX_BUFFER_KEY: Int
        static val INT_SIZE_BYTES: Int
        static val NORMAL_BUFFER_KEY: Int
        static val SHORT_SIZE_BYTES: Int
        static val TEXTURE_BUFFER_KEY: Int
        static val VERTEX_BUFFER_KEY: Int
        open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Int
        open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Int
        open fun addFromGeometry3D(offset: Vector3, geometry: Geometry3D, createVBOs: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferUsage(bufferInfo: BufferInfo, usage: Int): Unit
        open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
        open static fun concatAllInt(vararg arrays: IntArray): IntArray
        open fun copyFromGeometry3D(geom: Geometry3D): Unit
        open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo): Unit
        open fun createBuffers(): Unit
        open fun createVertexAndNormalBuffersOnly(): Unit
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox
        open fun getBoundingSphere(): BoundingSphere
        open fun getColorBufferInfo(): BufferInfo
        open fun getColors(): FloatBuffer
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
        open fun getIndexBufferInfo(): BufferInfo
        open fun getIndices(): IntBuffer
        open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
        open fun getNormalBufferInfo(): BufferInfo
        open fun getNormals(): FloatBuffer
        open fun getNumIndices(): Int
        open fun getNumTriangles(): Int
        open fun getNumVertices(): Int
        open fun getTexCoordBufferInfo(): BufferInfo
        open fun getTextureCoords(): FloatBuffer
        open fun getVertexBufferInfo(): BufferInfo
        open fun getVertices(): FloatBuffer
        open fun hasBoundingBox(): Boolean
        open fun hasBoundingSphere(): Boolean
        open fun hasNormals(): Boolean
        open fun hasTextureCoordinates(): Boolean
        open fun isValid(): Boolean
        open fun reload(): Unit
        open fun setBuffersCreated(created: Boolean): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
        open fun setColorBufferInfo(colorBufferInfo: BufferInfo): Unit
        open fun setColors(color: Int): Unit
        open fun setColors(colors: FloatArray): Unit
        open fun setColors(colors: FloatArray, override: Boolean): Unit
        open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setIndexBufferInfo(indexBufferInfo: BufferInfo): Unit
        open fun setIndices(indices: IntArray): Unit
        open fun setIndices(indices: IntArray, override: Boolean): Unit
        open fun setNormalBufferInfo(normalBufferInfo: BufferInfo): Unit
        open fun setNormals(normals: FloatArray): Unit
        open fun setNormals(normals: FloatArray, override: Boolean): Unit
        open fun setNormals(normals: FloatBuffer): Unit
        open fun setNumVertices(numVertices: Int): Unit
        open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo): Unit
        open fun setTextureCoords(textureCoords: FloatArray): Unit
        open fun setTextureCoords(textureCoords: FloatArray, override: Boolean): Unit
        open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo): Unit
        open fun setVertices(vertices: FloatArray): Unit
        open fun setVertices(vertices: FloatArray, override: Boolean): Unit
        open fun setVertices(vertices: FloatBuffer): Unit
        open fun toString(): String
        open fun validateBuffers(): Unit
      open class Geometry3D
        Module Contents Geometry3D()
        static val BYTE_SIZE_BYTES: Int
        class BufferType
          Module Contents BYTE_BUFFER
          FLOAT_BUFFER
          INT_BUFFER
          SHORT_BUFFER
        static val COLOR_BUFFER_KEY: Int
        static val FLOAT_SIZE_BYTES: Int
        static val INDEX_BUFFER_KEY: Int
        static val INT_SIZE_BYTES: Int
        static val NORMAL_BUFFER_KEY: Int
        static val SHORT_SIZE_BYTES: Int
        static val TEXTURE_BUFFER_KEY: Int
        static val VERTEX_BUFFER_KEY: Int
        open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Int
        open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Int
        open fun addFromGeometry3D(offset: Vector3, geometry: Geometry3D, createVBOs: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferUsage(bufferInfo: BufferInfo, usage: Int): Unit
        open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
        open static fun concatAllInt(vararg arrays: IntArray): IntArray
        open fun copyFromGeometry3D(geom: Geometry3D): Unit
        open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo): Unit
        open fun createBuffers(): Unit
        open fun createVertexAndNormalBuffersOnly(): Unit
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox
        open fun getBoundingSphere(): BoundingSphere
        open fun getColorBufferInfo(): BufferInfo
        open fun getColors(): FloatBuffer
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
        open fun getIndexBufferInfo(): BufferInfo
        open fun getIndices(): IntBuffer
        open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
        open fun getNormalBufferInfo(): BufferInfo
        open fun getNormals(): FloatBuffer
        open fun getNumIndices(): Int
        open fun getNumTriangles(): Int
        open fun getNumVertices(): Int
        open fun getTexCoordBufferInfo(): BufferInfo
        open fun getTextureCoords(): FloatBuffer
        open fun getVertexBufferInfo(): BufferInfo
        open fun getVertices(): FloatBuffer
        open fun hasBoundingBox(): Boolean
        open fun hasBoundingSphere(): Boolean
        open fun hasNormals(): Boolean
        open fun hasTextureCoordinates(): Boolean
        open fun isValid(): Boolean
        open fun reload(): Unit
        open fun setBuffersCreated(created: Boolean): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
        open fun setColorBufferInfo(colorBufferInfo: BufferInfo): Unit
        open fun setColors(color: Int): Unit
        open fun setColors(colors: FloatArray): Unit
        open fun setColors(colors: FloatArray, override: Boolean): Unit
        open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setIndexBufferInfo(indexBufferInfo: BufferInfo): Unit
        open fun setIndices(indices: IntArray): Unit
        open fun setIndices(indices: IntArray, override: Boolean): Unit
        open fun setNormalBufferInfo(normalBufferInfo: BufferInfo): Unit
        open fun setNormals(normals: FloatArray): Unit
        open fun setNormals(normals: FloatArray, override: Boolean): Unit
        open fun setNormals(normals: FloatBuffer): Unit
        open fun setNumVertices(numVertices: Int): Unit
        open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo): Unit
        open fun setTextureCoords(textureCoords: FloatArray): Unit
        open fun setTextureCoords(textureCoords: FloatArray, override: Boolean): Unit
        open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo): Unit
        open fun setVertices(vertices: FloatArray): Unit
        open fun setVertices(vertices: FloatArray, override: Boolean): Unit
        open fun setVertices(vertices: FloatBuffer): Unit
        open fun toString(): String
        open fun validateBuffers(): Unit
      open class GreyScalePass : EffectPass
        Module Contents GreyScalePass()
      open class GreyScalePass : EffectPass
        Module Contents GreyScalePass()
      open class GridFloor : DebugObject3D
        Module Contents GridFloor()
        GridFloor(size: Float)
        GridFloor(size: Float, color: Int, lineThickness: Int, numLines: Int)
      open class GridFloor : DebugObject3D
        Module Contents GridFloor()
        GridFloor(size: Float)
        GridFloor(size: Float, color: Int, lineThickness: Int, numLines: Int)
      open class HotspotFragmentShader : FragmentShader
        Module Contents HotspotFragmentShader(useTexture: Boolean)
        HotspotFragmentShader(useTexture: Boolean, discardalpha: Boolean)
        open fun applyParams(): Unit
        open fun getProgress(): Float
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setBorderThickness(borderThickness: Float): Unit
        open fun setCircleCenter(center: Vector2): Unit
        open fun setCircleRadius(circleRadius: Float): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setProgress(progress: Float): Unit
        open fun setProgressColor(color: Int): Unit
        open fun setTextureRotationSpeed(textureRotationSpeed: Float): Unit
        open fun setTrackColor(color: Int): Unit
      open class HotspotMaterial : Material
        Module Contents HotspotMaterial(useTexture: Boolean)
        HotspotMaterial(useTexture: Boolean, discardAlpha: Boolean)
        open fun getProgress(): Float
        open fun setBorderThickness(borderThickness: Float): Unit
        open fun setCircleCenter(center: Vector2): Unit
        open fun setCircleRadius(circleRadius: Float): Unit
        open fun setProgress(progress: Float): Unit
        open fun setProgressColor(color: Int): Unit
        open fun setTextureRotationSpeed(textureRotationSpeed: Float): Unit
        open fun setTrackColor(color: Int): Unit
      interface IAnimatedMeshLoader : ILoader
        Module Contents abstract fun getParsedAnimationObject(): AAnimationObject3D
      interface IAnimatedMeshLoader : ILoader
        Module Contents abstract fun getParsedAnimationObject(): AAnimationObject3D
      interface IAnimationFrame
        Module Contents abstract fun getGeometry(): Geometry3D
        abstract fun getName(): String
        abstract fun setGeometry(geometry: Geometry3D): Unit
        abstract fun setName(name: String): Unit
      interface IAnimationFrame
        Module Contents abstract fun getGeometry(): Geometry3D
        abstract fun getName(): String
        abstract fun setGeometry(geometry: Geometry3D): Unit
        abstract fun setName(name: String): Unit
      interface IAnimationListener
        Module Contents abstract fun onAnimationEnd(animation: Animation): Unit
        abstract fun onAnimationRepeat(animation: Animation): Unit
        abstract fun onAnimationStart(animation: Animation): Unit
        abstract fun onAnimationUpdate(animation: Animation, interpolatedTime: Double): Unit
      interface IAnimationListener
        Module Contents abstract fun onAnimationEnd(animation: Animation): Unit
        abstract fun onAnimationRepeat(animation: Animation): Unit
        abstract fun onAnimationStart(animation: Animation): Unit
        abstract fun onAnimationUpdate(animation: Animation, interpolatedTime: Double): Unit
      interface IAnimationSequence
      interface IAnimationSequence
      interface IAnimationSequenceLoader : ILoader
        Module Contents abstract fun getParsedAnimationSequence(): IAnimationSequence
      interface IAnimationSequenceLoader : ILoader
        Module Contents abstract fun getParsedAnimationSequence(): IAnimationSequence
      interface IAsyncLoaderCallback
        Module Contents abstract fun onModelLoadComplete(loader: ALoader): Unit
        abstract fun onModelLoadFailed(loader: ALoader): Unit
      interface IAsyncLoaderCallback
        Module Contents abstract fun onModelLoadComplete(loader: ALoader): Unit
        abstract fun onModelLoadFailed(loader: ALoader): Unit
      interface IBoundingVolume
        Module Contents static val DEFAULT_COLOR: Int
        abstract fun calculateBounds(geometry: Geometry3D): Unit
        abstract fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        abstract fun getBoundingColor(): Int
        abstract fun getPosition(): Vector3
        abstract fun getVisual(): Object3D
        abstract fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        abstract fun setBoundingColor(color: Int): Unit
        abstract fun transform(matrix: Matrix4): Unit
      interface IBoundingVolume
        Module Contents static val DEFAULT_COLOR: Int
        abstract fun calculateBounds(geometry: Geometry3D): Unit
        abstract fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        abstract fun getBoundingColor(): Int
        abstract fun getPosition(): Vector3
        abstract fun getVisual(): Object3D
        abstract fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        abstract fun setBoundingColor(color: Int): Unit
        abstract fun transform(matrix: Matrix4): Unit
      interface ICurve3D
        Module Contents abstract fun calculatePoint(result: Vector3, t: Double): Unit
        abstract fun getCurrentTangent(): Vector3
        abstract fun setCalculateTangents(calculateTangents: Boolean): Unit
      interface ICurve3D
        Module Contents abstract fun calculatePoint(result: Vector3, t: Double): Unit
        abstract fun getCurrentTangent(): Vector3
        abstract fun setCalculateTangents(calculateTangents: Boolean): Unit
      interface IDiffuseMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun setLights(lights: MutableList<ALight>): Unit
      interface IDiffuseMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun setLights(lights: MutableList<ALight>): Unit
      interface IDisplay
        Module Contents abstract fun createRenderer(): ISurfaceRenderer
      interface IDisplay
        Module Contents abstract fun createRenderer(): ISurfaceRenderer
      interface IGraphNode
        Module Contents class GRAPH_TYPE
          Module Contents NONE
          OCTREE
        abstract fun addChildrenRecursively(recursive: Boolean): Unit
        abstract fun addObject(object: IGraphNodeMember): Unit
        abstract fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        abstract fun clear(): Unit
        abstract fun contains(boundingVolume: IBoundingVolume): Boolean
        abstract fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
        abstract fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
        abstract fun getObjectCount(): Int
        abstract fun getSceneMaxBound(): Vector3
        abstract fun getSceneMinBound(): Vector3
        abstract fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
        abstract fun rebuild(): Unit
        abstract fun removeChildrenRecursively(recursive: Boolean): Unit
        abstract fun removeObject(object: IGraphNodeMember): Unit
        abstract fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        abstract fun updateObject(object: IGraphNodeMember): Unit
      interface IGraphNode
        Module Contents class GRAPH_TYPE
          Module Contents NONE
          OCTREE
        abstract fun addChildrenRecursively(recursive: Boolean): Unit
        abstract fun addObject(object: IGraphNodeMember): Unit
        abstract fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        abstract fun clear(): Unit
        abstract fun contains(boundingVolume: IBoundingVolume): Boolean
        abstract fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
        abstract fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
        abstract fun getObjectCount(): Int
        abstract fun getSceneMaxBound(): Vector3
        abstract fun getSceneMinBound(): Vector3
        abstract fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
        abstract fun rebuild(): Unit
        abstract fun removeChildrenRecursively(recursive: Boolean): Unit
        abstract fun removeObject(object: IGraphNodeMember): Unit
        abstract fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        abstract fun updateObject(object: IGraphNodeMember): Unit
      interface IGraphNodeMember
        Module Contents abstract fun getGraphNode(): IGraphNode
        abstract fun getScenePosition(): Vector3
        abstract fun getTransformedBoundingVolume(): IBoundingVolume
        abstract fun isInGraph(): Boolean
        abstract fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
      interface IGraphNodeMember
        Module Contents abstract fun getGraphNode(): IGraphNode
        abstract fun getScenePosition(): Vector3
        abstract fun getTransformedBoundingVolume(): IBoundingVolume
        abstract fun isInGraph(): Boolean
        abstract fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
      interface ILoader
        Module Contents abstract fun parse(): ILoader
      interface ILoader
        Module Contents abstract fun parse(): ILoader
      interface IMaterialPlugin
        Module Contents abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getInsertLocation(): PluginInsertLocation
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun unbindTextures(): Unit
      interface IMaterialPlugin
        Module Contents abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getInsertLocation(): PluginInsertLocation
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun unbindTextures(): Unit
      interface IMeshLoader : ILoader
        Module Contents abstract fun getParsedObject(): Object3D
      interface IMeshLoader : ILoader
        Module Contents abstract fun getParsedObject(): Object3D
      interface INode
        Module Contents abstract fun accept(visitor: INodeVisitor): Unit
      interface INode
        Module Contents abstract fun accept(visitor: INodeVisitor): Unit
      interface INodeVisitor
        Module Contents abstract fun apply(node: INode): Unit
      interface INodeVisitor
        Module Contents abstract fun apply(node: INode): Unit
      interface IObjectPicker
        Module Contents abstract fun getObjectAt(x: Float, y: Float): Unit
        abstract fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
      interface IObjectPicker
        Module Contents abstract fun getObjectAt(x: Float, y: Float): Unit
        abstract fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
      interface IParser
        Module Contents abstract fun parse(): IParser
      interface IParser
        Module Contents abstract fun parse(): IParser
      interface IPass : IPostProcessingComponent
        Module Contents class PassType
          Module Contents CLEAR
          DEPTH
          EFFECT
          MASK
          MULTIPASS
          RENDER
        abstract fun getHeight(): Int
        abstract fun getPassType(): PassType
        abstract fun getRenderToScreen(): Boolean
        abstract fun getWidth(): Int
        abstract fun isClear(): Boolean
        abstract fun needsSwap(): Boolean
        abstract fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        abstract fun setHeight(height: Int): Unit
        abstract fun setMaterial(material: Material): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
        abstract fun setSize(width: Int, height: Int): Unit
        abstract fun setWidth(width: Int): Unit
      interface IPass : IPostProcessingComponent
        Module Contents class PassType
          Module Contents CLEAR
          DEPTH
          EFFECT
          MASK
          MULTIPASS
          RENDER
        abstract fun getHeight(): Int
        abstract fun getPassType(): PassType
        abstract fun getRenderToScreen(): Boolean
        abstract fun getWidth(): Int
        abstract fun isClear(): Boolean
        abstract fun needsSwap(): Boolean
        abstract fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        abstract fun setHeight(height: Int): Unit
        abstract fun setMaterial(material: Material): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
        abstract fun setSize(width: Int, height: Int): Unit
        abstract fun setWidth(width: Int): Unit
      interface IPlayable
        Module Contents abstract fun isEnded(): Boolean
        abstract fun isPaused(): Boolean
        abstract fun isPlaying(): Boolean
        abstract fun pause(): Unit
        abstract fun play(): Unit
        abstract fun reset(): Unit
      interface IPlayable
        Module Contents abstract fun isEnded(): Boolean
        abstract fun isPaused(): Boolean
        abstract fun isPlaying(): Boolean
        abstract fun pause(): Unit
        abstract fun play(): Unit
        abstract fun reset(): Unit
      interface IPostProcessingComponent
        Module Contents class PostProcessingComponentType
          Module Contents EFFECT
          MULTIPASS
          PASS
        abstract fun getType(): PostProcessingComponentType
        abstract fun isEnabled(): Boolean
      interface IPostProcessingComponent
        Module Contents class PostProcessingComponentType
          Module Contents EFFECT
          MULTIPASS
          PASS
        abstract fun getType(): PostProcessingComponentType
        abstract fun isEnabled(): Boolean
      interface IPostProcessingEffect : IPostProcessingComponent
        Module Contents abstract fun addPass(pass: IPass): IPass
        abstract fun getPasses(): MutableList<IPass>
        abstract fun initialize(renderer: Renderer): Unit
        abstract fun removeAllPasses(): Unit
        abstract fun removePass(pass: IPass): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
      interface IPostProcessingEffect : IPostProcessingComponent
        Module Contents abstract fun addPass(pass: IPass): IPass
        abstract fun getPasses(): MutableList<IPass>
        abstract fun initialize(renderer: Renderer): Unit
        abstract fun removeAllPasses(): Unit
        abstract fun removePass(pass: IPass): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
      interface IRajawaliEglConfigChooser : EGLConfigChooser
        Module Contents abstract fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
      interface IRendererPlugin
        Module Contents abstract fun destroy(): Unit
        abstract fun reload(): Unit
        abstract fun render(): Unit
      interface IRendererPlugin
        Module Contents abstract fun destroy(): Unit
        abstract fun reload(): Unit
        abstract fun render(): Unit
      interface IShaderFragment
        Module Contents abstract fun applyParams(): Unit
        abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getAttributes(): Hashtable<String, ShaderVar>
        abstract fun getConsts(): Hashtable<String, ShaderVar>
        abstract fun getGlobals(): Hashtable<String, ShaderVar>
        abstract fun getInsertLocation(): PluginInsertLocation
        abstract fun getPreprocessorDirectives(): MutableList<String>
        abstract fun getShaderId(): String
        abstract fun getUniforms(): Hashtable<String, ShaderVar>
        abstract fun getVaryings(): Hashtable<String, ShaderVar>
        abstract fun main(): Unit
        abstract fun setLocations(programHandle: Int): Unit
        abstract fun setStringBuilder(stringBuilder: StringBuilder): Unit
        abstract fun unbindTextures(): Unit
      interface IShaderFragment
        Module Contents abstract fun applyParams(): Unit
        abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getAttributes(): Hashtable<String, ShaderVar>
        abstract fun getConsts(): Hashtable<String, ShaderVar>
        abstract fun getGlobals(): Hashtable<String, ShaderVar>
        abstract fun getInsertLocation(): PluginInsertLocation
        abstract fun getPreprocessorDirectives(): MutableList<String>
        abstract fun getShaderId(): String
        abstract fun getUniforms(): Hashtable<String, ShaderVar>
        abstract fun getVaryings(): Hashtable<String, ShaderVar>
        abstract fun main(): Unit
        abstract fun setLocations(programHandle: Int): Unit
        abstract fun setStringBuilder(stringBuilder: StringBuilder): Unit
        abstract fun unbindTextures(): Unit
      interface ISpecularMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun setLights(lights: MutableList<ALight>): Unit
        abstract fun setTextures(textures: MutableList<ATexture>): Unit
      interface ISpecularMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun setLights(lights: MutableList<ALight>): Unit
        abstract fun setTextures(textures: MutableList<ATexture>): Unit
      interface ISurface
        Module Contents class ANTI_ALIASING_CONFIG
          Module Contents COVERAGE
          MULTISAMPLING
          NONE
          static fun fromInteger(i: Int): ANTI_ALIASING_CONFIG
        static val RENDERMODE_CONTINUOUSLY: Int
        static val RENDERMODE_WHEN_DIRTY: Int
        abstract fun getRenderMode(): Int
        abstract fun requestRenderUpdate(): Unit
        abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderMode(mode: Int): Unit
        abstract fun setSampleCount(count: Int): Unit
        abstract fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
      interface ISurface
        Module Contents class ANTI_ALIASING_CONFIG
          Module Contents COVERAGE
          MULTISAMPLING
          NONE
          static fun fromInteger(i: Int): ANTI_ALIASING_CONFIG
        static val RENDERMODE_CONTINUOUSLY: Int
        static val RENDERMODE_WHEN_DIRTY: Int
        abstract fun getRenderMode(): Int
        abstract fun requestRenderUpdate(): Unit
        abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderMode(mode: Int): Unit
        abstract fun setSampleCount(count: Int): Unit
        abstract fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
      interface ISurfaceRenderer
        Module Contents abstract fun getFrameRate(): Double
        abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        abstract fun onPause(): Unit
        abstract fun onRenderFrame(gl: GL10): Unit
        abstract fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        abstract fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        abstract fun onResume(): Unit
        abstract fun onTouchEvent(event: MotionEvent): Unit
        abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        abstract fun setFrameRate(rate: Int): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderSurface(surface: ISurface): Unit
      interface ISurfaceRenderer
        Module Contents abstract fun getFrameRate(): Double
        abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        abstract fun onPause(): Unit
        abstract fun onRenderFrame(gl: GL10): Unit
        abstract fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        abstract fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        abstract fun onResume(): Unit
        abstract fun onTouchEvent(event: MotionEvent): Unit
        abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        abstract fun setFrameRate(rate: Int): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderSurface(surface: ISurface): Unit
      class Intersector
        Module Contents Intersector()
        static fun intersectRayPlane(rayStart: Vector3, rayEnd: Vector3, plane: Plane, hitPoint: Vector3): Boolean
        static fun intersectRaySphere(rayStart: Vector3, rayEnd: Vector3, sphereCenter: Vector3, sphereRadius: Double, hitPoint: Vector3): Boolean
        static fun intersectRayTriangle(rayStart: Vector3, rayEnd: Vector3, t1: Vector3, t2: Vector3, t3: Vector3, hitPoint: Vector3): Boolean
      class Intersector
        Module Contents Intersector()
        static fun intersectRayPlane(rayStart: Vector3, rayEnd: Vector3, plane: Plane, hitPoint: Vector3): Boolean
        static fun intersectRaySphere(rayStart: Vector3, rayEnd: Vector3, sphereCenter: Vector3, sphereRadius: Double, hitPoint: Vector3): Boolean
        static fun intersectRayTriangle(rayStart: Vector3, rayEnd: Vector3, t1: Vector3, t2: Vector3, t3: Vector3, hitPoint: Vector3): Boolean
      open class LambertFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LambertFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class LambertFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LambertFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class LambertVertexShaderFragment : AShader, IShaderFragment
        Module Contents LambertVertexShaderFragment()
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun unbindTextures(): Unit
      open class LambertVertexShaderFragment : AShader, IShaderFragment
        Module Contents LambertVertexShaderFragment()
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun unbindTextures(): Unit
      open class LensFlare
        Module Contents LensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3)
        open class FlareInfo
          Module Contents FlareInfo(texture: ASingleTexture, size: Int, distance: Double, screenPosition: Vector3, color: Vector3, opacity: Double)
          open fun getColor(): Vector3
          open fun getDistance(): Double
          open fun getOpacity(): Double
          open fun getRotation(): Double
          open fun getScale(): Double
          open fun getScreenPosition(): Vector3
          open fun getSize(): Int
          open fun getTexture(): ASingleTexture
          open fun getWantedRotation(): Double
          open fun setColor(color: DoubleArray): Unit
          open fun setColor(color: Vector3): Unit
          open fun setDistance(distance: Double): Unit
          open fun setOpacity(opacity: Double): Unit
          open fun setRotation(rotation: Double): Unit
          open fun setScale(scale: Double): Unit
          open fun setScreenPosition(x: Double, y: Double): Unit
          open fun setScreenPosition(screenPosition: DoubleArray): Unit
          open fun setScreenPosition(screenPosition: Vector3): Unit
          open fun setSize(size: Int): Unit
          open fun setTexture(texture: ASingleTexture): Unit
          open fun setWantedRotation(wantedRotation: Double): Unit
        open fun addLensFlare(texture: ASingleTexture): Unit
        open fun addLensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3): Unit
        open fun addLensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3, opacity: Double): Unit
        open fun getLensFlares(): ArrayList<FlareInfo>
        open fun getPosition(): Vector3
        open fun getPositionScreen(): Vector3
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setPosition(position: Vector3): Unit
        open fun setPositionScreen(x: Double, y: Double, z: Double): Unit
        open fun setPositionScreen(position: Vector3): Unit
        open fun updateLensFlares(): Unit
      open class LensFlare
        Module Contents LensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3)
        open class FlareInfo
          Module Contents FlareInfo(texture: ASingleTexture, size: Int, distance: Double, screenPosition: Vector3, color: Vector3, opacity: Double)
          open fun getColor(): Vector3
          open fun getDistance(): Double
          open fun getOpacity(): Double
          open fun getRotation(): Double
          open fun getScale(): Double
          open fun getScreenPosition(): Vector3
          open fun getSize(): Int
          open fun getTexture(): ASingleTexture
          open fun getWantedRotation(): Double
          open fun setColor(color: DoubleArray): Unit
          open fun setColor(color: Vector3): Unit
          open fun setDistance(distance: Double): Unit
          open fun setOpacity(opacity: Double): Unit
          open fun setRotation(rotation: Double): Unit
          open fun setScale(scale: Double): Unit
          open fun setScreenPosition(x: Double, y: Double): Unit
          open fun setScreenPosition(screenPosition: DoubleArray): Unit
          open fun setScreenPosition(screenPosition: Vector3): Unit
          open fun setSize(size: Int): Unit
          open fun setTexture(texture: ASingleTexture): Unit
          open fun setWantedRotation(wantedRotation: Double): Unit
        open fun addLensFlare(texture: ASingleTexture): Unit
        open fun addLensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3): Unit
        open fun addLensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3, opacity: Double): Unit
        open fun getLensFlares(): ArrayList<FlareInfo>
        open fun getPosition(): Vector3
        open fun getPositionScreen(): Vector3
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setPosition(position: Vector3): Unit
        open fun setPositionScreen(x: Double, y: Double, z: Double): Unit
        open fun setPositionScreen(position: Vector3): Unit
        open fun updateLensFlares(): Unit
      class LensFlarePlugin : Plugin
        Module Contents LensFlarePlugin(renderer: Renderer)
        LensFlarePlugin(renderer: Renderer, createVBOs: Boolean)
        fun addLensFlare(lensFlare: LensFlare): Unit
        fun getLensFlareCount(): Int
        fun removeLensFlare(lensFlare: LensFlare): Boolean
        fun render(): Unit
        fun setShaders(vertexShader: String, fragmentShader: String): Unit
      class LensFlarePlugin : Plugin
        Module Contents LensFlarePlugin(renderer: Renderer)
        LensFlarePlugin(renderer: Renderer, createVBOs: Boolean)
        fun addLensFlare(lensFlare: LensFlare): Unit
        fun getLensFlareCount(): Int
        fun removeLensFlare(lensFlare: LensFlare): Boolean
        fun render(): Unit
        fun setShaders(vertexShader: String, fragmentShader: String): Unit
      open class LightsFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LightsFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class LightsFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LightsFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class LightsVertexShaderFragment : AShader, IShaderFragment
        Module Contents LightsVertexShaderFragment(lights: MutableList<ALight>)
        class LightsShaderVar : IGlobalShaderVar
          Module Contents G_LIGHT_DIRECTION
          G_LIGHT_DISTANCE
          U_AMBIENT_COLOR
          U_AMBIENT_INTENSITY
          U_LIGHT_ATTENUATION
          U_LIGHT_COLOR
          U_LIGHT_DIRECTION
          U_LIGHT_POSITION
          U_LIGHT_POWER
          U_SPOT_CUTOFF_ANGLE
          U_SPOT_EXPONENT
          U_SPOT_FALLOFF
          V_AMBIENT_COLOR
          V_EYE
          V_LIGHT_ATTENUATION
          fun getDataType(): DataType
          fun getVarString(): String
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setAmbientColor(ambientColor: FloatArray): Unit
        open fun setAmbientIntensity(ambientIntensity: FloatArray): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class LightsVertexShaderFragment : AShader, IShaderFragment
        Module Contents LightsVertexShaderFragment(lights: MutableList<ALight>)
        class LightsShaderVar : IGlobalShaderVar
          Module Contents G_LIGHT_DIRECTION
          G_LIGHT_DISTANCE
          U_AMBIENT_COLOR
          U_AMBIENT_INTENSITY
          U_LIGHT_ATTENUATION
          U_LIGHT_COLOR
          U_LIGHT_DIRECTION
          U_LIGHT_POSITION
          U_LIGHT_POWER
          U_SPOT_CUTOFF_ANGLE
          U_SPOT_EXPONENT
          U_SPOT_FALLOFF
          V_AMBIENT_COLOR
          V_EYE
          V_LIGHT_ATTENUATION
          fun getDataType(): DataType
          fun getVarString(): String
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setAmbientColor(ambientColor: FloatArray): Unit
        open fun setAmbientIntensity(ambientIntensity: FloatArray): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class Line3D : Object3D
        Module Contents Line3D()
        Line3D(points: Stack<Vector3>, thickness: Float)
        Line3D(points: Stack<Vector3>, thickness: Float, color: Int)
        Line3D(points: Stack<Vector3>, thickness: Float, colors: IntArray)
        Line3D(points: Stack<Vector3>, thickness: Float, colors: IntArray, createVBOs: Boolean)
        open fun getLineThickness(): Float
        open fun getPoint(point: Int): Vector3
        open fun preRender(): Unit
        open fun setLineThickness(lineThickness: Float): Unit
      open class Line3D : Object3D
        Module Contents Line3D()
        Line3D(points: Stack<Vector3>, thickness: Float)
        Line3D(points: Stack<Vector3>, thickness: Float, color: Int)
        Line3D(points: Stack<Vector3>, thickness: Float, colors: IntArray)
        Line3D(points: Stack<Vector3>, thickness: Float, colors: IntArray, createVBOs: Boolean)
        open fun getLineThickness(): Float
        open fun getPoint(point: Int): Vector3
        open fun preRender(): Unit
        open fun setLineThickness(lineThickness: Float): Unit
      open class LinearBezierCurve3D : ICurve3D
        Module Contents LinearBezierCurve3D()
        LinearBezierCurve3D(point1: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LinearBezierCurve3D : ICurve3D
        Module Contents LinearBezierCurve3D()
        LinearBezierCurve3D(point1: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LittleEndianDataInputStream : InputStream, DataInput
        Module Contents LittleEndianDataInputStream(in: InputStream)
        open fun available(): Int
        fun close(): Unit
        open fun getPosition(): Long
        fun read(b: ByteArray, off: Int, len: Int): Int
        open fun read(): Int
        fun readBoolean(): Boolean
        fun readByte(): Byte
        fun readChar(): Char
        fun readDouble(): Double
        fun readFloat(): Float
        fun readFully(b: ByteArray): Unit
        fun readFully(b: ByteArray, off: Int, len: Int): Unit
        fun readInt(): Int
        fun readLine(): String
        fun readLong(): Long
        fun readShort(): Short
        open fun readString(length: Int): String
        fun readUTF(): String
        fun readUnsignedByte(): Int
        fun readUnsignedInt(): Long
        fun readUnsignedShort(): Int
        fun skip(n: Int): Long
        fun skip(n: Long): Long
        fun skipBytes(n: Int): Int
      open class LittleEndianDataInputStream : InputStream, DataInput
        Module Contents LittleEndianDataInputStream(in: InputStream)
        open fun available(): Int
        fun close(): Unit
        open fun getPosition(): Long
        fun read(b: ByteArray, off: Int, len: Int): Int
        open fun read(): Int
        fun readBoolean(): Boolean
        fun readByte(): Byte
        fun readChar(): Char
        fun readDouble(): Double
        fun readFloat(): Float
        fun readFully(b: ByteArray): Unit
        fun readFully(b: ByteArray, off: Int, len: Int): Unit
        fun readInt(): Int
        fun readLine(): String
        fun readLong(): Long
        fun readShort(): Short
        open fun readString(length: Int): String
        fun readUTF(): String
        fun readUnsignedByte(): Int
        fun readUnsignedInt(): Long
        fun readUnsignedShort(): Int
        fun skip(n: Int): Long
        fun skip(n: Long): Long
        fun skipBytes(n: Int): Int
      open class LittleEndianOutputStream : FilterOutputStream
        Module Contents LittleEndianOutputStream(out: OutputStream)
        open fun size(): Int
        open fun write(b: Int): Unit
        open fun write(data: ByteArray, offset: Int, length: Int): Unit
        open fun writeBoolean(b: Boolean): Unit
        open fun writeByte(b: Int): Unit
        open fun writeBytes(s: String): Unit
        open fun writeChar(c: Int): Unit
        open fun writeChars(s: String): Unit
        fun writeDouble(d: Double): Unit
        fun writeFloat(f: Float): Unit
        open fun writeInt(i: Int): Unit
        open fun writeLong(l: Long): Unit
        open fun writeShort(s: Int): Unit
        open fun writeUTF(s: String): Unit
      open class LittleEndianOutputStream : FilterOutputStream
        Module Contents LittleEndianOutputStream(out: OutputStream)
        open fun size(): Int
        open fun write(b: Int): Unit
        open fun write(data: ByteArray, offset: Int, length: Int): Unit
        open fun writeBoolean(b: Boolean): Unit
        open fun writeByte(b: Int): Unit
        open fun writeBytes(s: String): Unit
        open fun writeChar(c: Int): Unit
        open fun writeChars(s: String): Unit
        fun writeDouble(d: Double): Unit
        fun writeFloat(f: Float): Unit
        open fun writeInt(i: Int): Unit
        open fun writeLong(l: Long): Unit
        open fun writeShort(s: Int): Unit
        open fun writeUTF(s: String): Unit
      open class Loader3DSMax : AMeshLoader
        Module Contents Loader3DSMax(renderer: Renderer, resourceID: Int)
        Loader3DSMax(renderer: Renderer, file: File)
        open fun build(): Unit
        open fun clear(): Unit
        open fun parse(): AMeshLoader
      open class Loader3DSMax : AMeshLoader
        Module Contents Loader3DSMax(renderer: Renderer, resourceID: Int)
        Loader3DSMax(renderer: Renderer, file: File)
        open fun build(): Unit
        open fun clear(): Unit
        open fun parse(): AMeshLoader
      open class LoaderAWD : AMeshLoader
        Module Contents LoaderAWD(renderer: Renderer, file: File)
        LoaderAWD(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderAWD(renderer: Renderer, fileOnSDCard: String)
        class AWDLittleEndianDataInputStream : LittleEndianDataInputStream
          Module Contents AWDLittleEndianDataInputStream(in: InputStream)
          class Precision
            Module Contents GEO
            MATRIX
            PROPS
          static val TYPE_AWDBYTEARRAY: Short
          static val TYPE_AWDSTRING: Short
          static val TYPE_BADDR: Short
          static val TYPE_BOOL: Short
          static val TYPE_COLOR: Short
          static val TYPE_FLOAT32: Short
          static val TYPE_FLOAT64: Short
          static val TYPE_INT16: Short
          static val TYPE_INT32: Short
          static val TYPE_INT8: Short
          static val TYPE_MTX3x2: Short
          static val TYPE_MTX3x3: Short
          static val TYPE_MTX4x3: Short
          static val TYPE_MTX4x4: Short
          static val TYPE_NR: Short
          static val TYPE_UINT16: Short
          static val TYPE_UINT32: Short
          static val TYPE_UINT8: Short
          static val TYPE_VECTOR2x1: Short
          static val TYPE_VECTOR3x1: Short
          static val TYPE_VECTOR4x1: Short
          fun readMatrix2D(matrix: FloatArray): Unit
          fun readMatrix3D(matrix: Matrix4, usePrecision: Boolean, convert: Boolean): Unit
          fun readPrecisionNumber(usePrecision: Boolean): Double
          fun readProperties(): Unit
          fun readProperties(expected: SparseArray<Short>): AwdProperties
          fun readUserAttributes(attributes: HashMap<String, Any>): HashMap<String, Any>
          fun readVarString(): String
          fun setPropertyPrecision(flag: Boolean): Unit
        class AwdProperties : HashMap<Short, Any>
          Module Contents AwdProperties()
          fun get(key: Short, fallback: Any): Any
        class BlockHeader
          Module Contents BlockHeader()
          static val FLAG_ACCURACY_GEO: Int
          static val FLAG_ACCURACY_MATRIX: Int
          static val FLAG_ACCURACY_PROPS: Int
          var awdRevision: Int
          var awdVersion: Int
          var blockEnd: Long
          var blockHeaders: SparseArray<BlockHeader>
          var dataLength: Long
          var flags: Int
          var globalPrecisionGeo: Boolean
          var globalPrecisionMatrix: Boolean
          var globalPrecisionProps: Boolean
          var id: Int
          var namespace: Int
          var parser: ABlockParser
          fun toString(): String
          var type: Int
        interface IBlockParser
          Module Contents abstract fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
        open fun getBlockByID(blockID: Int): BlockHeader
        open fun getCompression(): Compression
        open fun getParsedObject(): Object3D
        open fun onBlockParsingFinished(blockParsers: MutableList<IBlockParser>): Unit
        open fun parse(): AMeshLoader
        open fun setAlwaysUseContainer(flag: Boolean): Unit
      open class LoaderAWD : AMeshLoader
        Module Contents LoaderAWD(renderer: Renderer, file: File)
        LoaderAWD(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderAWD(renderer: Renderer, fileOnSDCard: String)
        class AWDLittleEndianDataInputStream : LittleEndianDataInputStream
          Module Contents AWDLittleEndianDataInputStream(in: InputStream)
          class Precision
            Module Contents GEO
            MATRIX
            PROPS
          static val TYPE_AWDBYTEARRAY: Short
          static val TYPE_AWDSTRING: Short
          static val TYPE_BADDR: Short
          static val TYPE_BOOL: Short
          static val TYPE_COLOR: Short
          static val TYPE_FLOAT32: Short
          static val TYPE_FLOAT64: Short
          static val TYPE_INT16: Short
          static val TYPE_INT32: Short
          static val TYPE_INT8: Short
          static val TYPE_MTX3x2: Short
          static val TYPE_MTX3x3: Short
          static val TYPE_MTX4x3: Short
          static val TYPE_MTX4x4: Short
          static val TYPE_NR: Short
          static val TYPE_UINT16: Short
          static val TYPE_UINT32: Short
          static val TYPE_UINT8: Short
          static val TYPE_VECTOR2x1: Short
          static val TYPE_VECTOR3x1: Short
          static val TYPE_VECTOR4x1: Short
          fun readMatrix2D(matrix: FloatArray): Unit
          fun readMatrix3D(matrix: Matrix4, usePrecision: Boolean, convert: Boolean): Unit
          fun readPrecisionNumber(usePrecision: Boolean): Double
          fun readProperties(): Unit
          fun readProperties(expected: SparseArray<Short>): AwdProperties
          fun readUserAttributes(attributes: HashMap<String, Any>): HashMap<String, Any>
          fun readVarString(): String
          fun setPropertyPrecision(flag: Boolean): Unit
        class AwdProperties : HashMap<Short, Any>
          Module Contents AwdProperties()
          fun get(key: Short, fallback: Any): Any
        class BlockHeader
          Module Contents BlockHeader()
          static val FLAG_ACCURACY_GEO: Int
          static val FLAG_ACCURACY_MATRIX: Int
          static val FLAG_ACCURACY_PROPS: Int
          var awdRevision: Int
          var awdVersion: Int
          var blockEnd: Long
          var blockHeaders: SparseArray<BlockHeader>
          var dataLength: Long
          var flags: Int
          var globalPrecisionGeo: Boolean
          var globalPrecisionMatrix: Boolean
          var globalPrecisionProps: Boolean
          var id: Int
          var namespace: Int
          var parser: ABlockParser
          fun toString(): String
          var type: Int
        interface IBlockParser
          Module Contents abstract fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
        open fun getBlockByID(blockID: Int): BlockHeader
        open fun getCompression(): Compression
        open fun getParsedObject(): Object3D
        open fun onBlockParsingFinished(blockParsers: MutableList<IBlockParser>): Unit
        open fun parse(): AMeshLoader
        open fun setAlwaysUseContainer(flag: Boolean): Unit
      open class LoaderFBX : AMeshLoader
        Module Contents LoaderFBX(renderer: Renderer, fileOnSDCard: String)
        LoaderFBX(renderer: Renderer, file: File)
        LoaderFBX(renderer: Renderer, resourceId: Int)
        open static fun convertFloats(floats: MutableList<Float>): FloatArray
        open static fun convertIntegers(integers: MutableList<Int>): IntArray
        open fun parse(): LoaderFBX
      open class LoaderFBX : AMeshLoader
        Module Contents LoaderFBX(renderer: Renderer, fileOnSDCard: String)
        LoaderFBX(renderer: Renderer, file: File)
        LoaderFBX(renderer: Renderer, resourceId: Int)
        open static fun convertFloats(floats: MutableList<Float>): FloatArray
        open static fun convertIntegers(integers: MutableList<Int>): IntArray
        open fun parse(): LoaderFBX
      open class LoaderGCode : AMeshLoader
        Module Contents LoaderGCode(filename: String)
        LoaderGCode(file: File)
        LoaderGCode(renderer: Renderer, file: File)
        LoaderGCode(renderer: Renderer, fileOnSDCard: String)
        LoaderGCode(resources: Resources, textureManager: TextureManager, resourceId: Int)
        class GCodeFlavor
          Module Contents SKEINFORGE
          SLIC3R
          UNKNOWN
          static fun fromString(val: String): GCodeFlavor
          fun getVal(): Int
          fun toString(): String
        open class GCodeLayer
          Module Contents GCodeLayer()
          open fun getPoints(): Stack<Vector3>
          open fun setPoints(points: Stack<Vector3>): Unit
        open class GCodeLine
          Module Contents GCodeLine()
          GCodeLine(in: String)
          open fun getE(): Float
          open fun getF(): Float
          open fun getOrigin_e(): Float
          open fun getOrigin_f(): Float
          open fun getOrigin_x(): Float
          open fun getOrigin_y(): Float
          open fun getOrigin_z(): Float
          open fun getX(): Float
          open fun getY(): Float
          open fun getZ(): Float
          open fun init(): Unit
          open fun setE(e: Float): Unit
          open fun setF(f: Float): Unit
          open fun setOrigin(line: GCodeLine): Unit
          open fun setOrigin_e(origin_e: Float): Unit
          open fun setOrigin_f(origin_f: Float): Unit
          open fun setOrigin_x(origin_x: Float): Unit
          open fun setOrigin_y(origin_y: Float): Unit
          open fun setOrigin_z(origin_z: Float): Unit
          open fun setX(x: Float): Unit
          open fun setY(y: Float): Unit
          open fun setZ(z: Float): Unit
        class GCodeParseException : ParsingException
          Module Contents GCodeParseException(msg: String)
        class SupportedCommands
          Module Contents G1
          G21
          G90
          G91
          G92
          M82
          M84
          static fun fromString(val: String): SupportedCommands
          fun getVal(): Int
          fun toString(): String
        open fun getMetaData(): HashMap<String, String>
        open fun init(): Unit
        open fun parse(): AMeshLoader
        open fun setMetaData(metaData: HashMap<String, String>): Unit
        static fun tasteFlavor(file: File): GCodeFlavor
        static fun tasteFlavor(res: Resources, resId: Int): GCodeFlavor
        static fun tasteFlavor(buffer: BufferedInputStream): GCodeFlavor
      open class LoaderGCode : AMeshLoader
        Module Contents LoaderGCode(filename: String)
        LoaderGCode(file: File)
        LoaderGCode(renderer: Renderer, file: File)
        LoaderGCode(renderer: Renderer, fileOnSDCard: String)
        LoaderGCode(resources: Resources, textureManager: TextureManager, resourceId: Int)
        class GCodeFlavor
          Module Contents SKEINFORGE
          SLIC3R
          UNKNOWN
          static fun fromString(val: String): GCodeFlavor
          fun getVal(): Int
          fun toString(): String
        open class GCodeLayer
          Module Contents GCodeLayer()
          open fun getPoints(): Stack<Vector3>
          open fun setPoints(points: Stack<Vector3>): Unit
        open class GCodeLine
          Module Contents GCodeLine()
          GCodeLine(in: String)
          open fun getE(): Float
          open fun getF(): Float
          open fun getOrigin_e(): Float
          open fun getOrigin_f(): Float
          open fun getOrigin_x(): Float
          open fun getOrigin_y(): Float
          open fun getOrigin_z(): Float
          open fun getX(): Float
          open fun getY(): Float
          open fun getZ(): Float
          open fun init(): Unit
          open fun setE(e: Float): Unit
          open fun setF(f: Float): Unit
          open fun setOrigin(line: GCodeLine): Unit
          open fun setOrigin_e(origin_e: Float): Unit
          open fun setOrigin_f(origin_f: Float): Unit
          open fun setOrigin_x(origin_x: Float): Unit
          open fun setOrigin_y(origin_y: Float): Unit
          open fun setOrigin_z(origin_z: Float): Unit
          open fun setX(x: Float): Unit
          open fun setY(y: Float): Unit
          open fun setZ(z: Float): Unit
        class GCodeParseException : ParsingException
          Module Contents GCodeParseException(msg: String)
        class SupportedCommands
          Module Contents G1
          G21
          G90
          G91
          G92
          M82
          M84
          static fun fromString(val: String): SupportedCommands
          fun getVal(): Int
          fun toString(): String
        open fun getMetaData(): HashMap<String, String>
        open fun init(): Unit
        open fun parse(): AMeshLoader
        open fun setMetaData(metaData: HashMap<String, String>): Unit
        static fun tasteFlavor(file: File): GCodeFlavor
        static fun tasteFlavor(res: Resources, resId: Int): GCodeFlavor
        static fun tasteFlavor(buffer: BufferedInputStream): GCodeFlavor
      open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD2(renderer: Renderer, fileOnSDCard: String)
        LoaderMD2(renderer: Renderer, resourceId: Int)
        LoaderMD2(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderMD2(renderer: Renderer, file: File)
        open fun duplicateAndAppendVertices(frameNumber: Int, indices: IntArray): Unit
        open fun getParsedAnimationObject(): AAnimationObject3D
        open fun parse(): LoaderMD2
      open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD2(renderer: Renderer, fileOnSDCard: String)
        LoaderMD2(renderer: Renderer, resourceId: Int)
        LoaderMD2(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderMD2(renderer: Renderer, file: File)
        open fun duplicateAndAppendVertices(frameNumber: Int, indices: IntArray): Unit
        open fun getParsedAnimationObject(): AAnimationObject3D
        open fun parse(): LoaderMD2
      open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
        Module Contents LoaderMD5Anim(animationName: String, renderer: Renderer, fileOnSDCard: String)
        LoaderMD5Anim(animationName: String, renderer: Renderer, resourceId: Int)
        open fun getParsedAnimationSequence(): IAnimationSequence
        open fun parse(): LoaderMD5Anim
      open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
        Module Contents LoaderMD5Anim(animationName: String, renderer: Renderer, fileOnSDCard: String)
        LoaderMD5Anim(animationName: String, renderer: Renderer, resourceId: Int)
        open fun getParsedAnimationSequence(): IAnimationSequence
        open fun parse(): LoaderMD5Anim
      open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD5Mesh(renderer: Renderer, fileOnSDCard: String)
        LoaderMD5Mesh(renderer: Renderer, resourceId: Int)
        LoaderMD5Mesh(resources: Resources, textureManager: TextureManager, resourceId: Int)
        open fun getParsedAnimationObject(): AAnimationObject3D
        var mBindPoseMatrix: DoubleArray
        var mInverseBindPoseMatrix: Array<DoubleArray>
        open fun parse(): LoaderMD5Mesh
      open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD5Mesh(renderer: Renderer, fileOnSDCard: String)
        LoaderMD5Mesh(renderer: Renderer, resourceId: Int)
        LoaderMD5Mesh(resources: Resources, textureManager: TextureManager, resourceId: Int)
        open fun getParsedAnimationObject(): AAnimationObject3D
        var mBindPoseMatrix: DoubleArray
        var mInverseBindPoseMatrix: Array<DoubleArray>
        open fun parse(): LoaderMD5Mesh
      open class LoaderOBJ : AMeshLoader
        Module Contents LoaderOBJ(renderer: Renderer, fileOnSDCard: String)
        LoaderOBJ(renderer: Renderer, resourceId: Int)
        LoaderOBJ(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderOBJ(renderer: Renderer, file: File)
        open fun parse(): LoaderOBJ
        open fun toString(): String
      open class LoaderOBJ : AMeshLoader
        Module Contents LoaderOBJ(renderer: Renderer, fileOnSDCard: String)
        LoaderOBJ(renderer: Renderer, resourceId: Int)
        LoaderOBJ(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderOBJ(renderer: Renderer, file: File)
        open fun parse(): LoaderOBJ
        open fun toString(): String
      open class LoaderSTL : AMeshLoader
        Module Contents LoaderSTL(renderer: Renderer, file: File)
        LoaderSTL(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderSTL(renderer: Renderer, fileOnSDCard: String)
        class StlParseException : ParsingException
          Module Contents StlParseException(msg: String)
        class StlType
          Module Contents ASCII
          BINARY
          UNKNOWN
        static fun isASCII(file: File): Boolean
        static fun isASCII(res: Resources, resId: Int): Boolean
        static fun isASCII(buffer: BufferedReader): Boolean
        open fun parse(): AMeshLoader
        open fun parse(type: StlType): AMeshLoader
      open class LoaderSTL : AMeshLoader
        Module Contents LoaderSTL(renderer: Renderer, file: File)
        LoaderSTL(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderSTL(renderer: Renderer, fileOnSDCard: String)
        class StlParseException : ParsingException
          Module Contents StlParseException(msg: String)
        class StlType
          Module Contents ASCII
          BINARY
          UNKNOWN
        static fun isASCII(file: File): Boolean
        static fun isASCII(res: Resources, resId: Int): Boolean
        static fun isASCII(buffer: BufferedReader): Boolean
        open fun parse(): AMeshLoader
        open fun parse(type: StlType): AMeshLoader
      open class LogarithmicSpiral3D : ASpiral3D
        Module Contents LogarithmicSpiral3D(density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3, theta: Double): Unit
        open fun calculatePointDegrees(result: Vector3, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LogarithmicSpiral3D : ASpiral3D
        Module Contents LogarithmicSpiral3D(density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3, theta: Double): Unit
        open fun calculatePointDegrees(result: Vector3, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class MaskPass : APass
        Module Contents MaskPass(scene: Scene)
        open fun isInverse(): Boolean
        open fun render(scene: Scene, render: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setInverse(inverse: Boolean): Unit
      open class MaskPass : APass
        Module Contents MaskPass(scene: Scene)
        open fun isInverse(): Boolean
        open fun render(scene: Scene, render: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setInverse(inverse: Boolean): Unit
      open class Material
        Module Contents Material()
        Material(deferCapabilitiesCheck: Boolean)
        Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader)
        Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader, deferCapabilitiesCheck: Boolean)
        class PluginInsertLocation
          Module Contents IGNORE
          POST_TRANSFORM
          PRE_ALPHA
          PRE_DIFFUSE
          PRE_LIGHTING
          PRE_SPECULAR
          PRE_TRANSFORM
        open fun addPlugin(plugin: IMaterialPlugin): Unit
        open fun addTexture(texture: ATexture): Unit
        open fun applyParams(): Unit
        open fun bindTextureByName(index: Int, texture: ATexture): Unit
        open fun bindTextureByName(name: String, index: Int, texture: ATexture): Unit
        open fun bindTextures(): Unit
        open fun copyTexturesTo(material: Material): Unit
        open fun enableLighting(value: Boolean): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getAmbientColor(): Int
        open fun getColor(): Int
        open fun getColorInfluence(): Float
        open fun getDiffuseMethod(): IDiffuseMethod
        open fun getInverseViewMatrix(): FloatArray
        open fun getModelViewMatrix(): FloatArray
        open fun getOwnerIdentity(): String
        open fun getPlugin(pluginClass: Class<*>): IMaterialPlugin
        open fun getSpecularMethod(): ISpecularMethod
        open fun getTextureList(): ArrayList<ATexture>
        open fun getTime(): Float
        open fun lightingEnabled(): Boolean
        open fun removePlugin(plugin: IMaterialPlugin): Unit
        open fun removeTexture(texture: ATexture): Unit
        open fun setAmbientColor(color: Int): Unit
        open fun setAmbientColor(color: FloatArray): Unit
        open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
        open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setCurrentObject(currentObject: Object3D): Unit
        open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: Matrix4): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setMVPMatrix(mvpMatrix: Matrix4): Unit
        open fun setModelMatrix(modelMatrix: Matrix4): Unit
        open fun setModelViewMatrix(modelViewMatrix: Matrix4): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(bufferInfo: BufferInfo): Unit
        open fun setOwnerIdentity(identity: String): Unit
        open fun setSpecularMethod(specularMethod: ISpecularMethod): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(bufferInfo: BufferInfo): Unit
        open fun setTextureHandleForName(@NonNull name: String): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(bufferInfo: BufferInfo): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(bufferInfo: BufferInfo): Unit
        open fun timeEnabled(): Boolean
        open fun unbindTextures(): Unit
        open fun unsetCurrentObject(currentObject: Object3D): Unit
        open fun useProgram(): Unit
        open fun useVertexColors(value: Boolean): Unit
        open fun usingVertexColors(): Boolean
      open class Material
        Module Contents Material()
        Material(deferCapabilitiesCheck: Boolean)
        Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader)
        Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader, deferCapabilitiesCheck: Boolean)
        class PluginInsertLocation
          Module Contents IGNORE
          POST_TRANSFORM
          PRE_ALPHA
          PRE_DIFFUSE
          PRE_LIGHTING
          PRE_SPECULAR
          PRE_TRANSFORM
        open fun addPlugin(plugin: IMaterialPlugin): Unit
        open fun addTexture(texture: ATexture): Unit
        open fun applyParams(): Unit
        open fun bindTextureByName(index: Int, texture: ATexture): Unit
        open fun bindTextureByName(name: String, index: Int, texture: ATexture): Unit
        open fun bindTextures(): Unit
        open fun copyTexturesTo(material: Material): Unit
        open fun enableLighting(value: Boolean): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getAmbientColor(): Int
        open fun getColor(): Int
        open fun getColorInfluence(): Float
        open fun getDiffuseMethod(): IDiffuseMethod
        open fun getInverseViewMatrix(): FloatArray
        open fun getModelViewMatrix(): FloatArray
        open fun getOwnerIdentity(): String
        open fun getPlugin(pluginClass: Class<*>): IMaterialPlugin
        open fun getSpecularMethod(): ISpecularMethod
        open fun getTextureList(): ArrayList<ATexture>
        open fun getTime(): Float
        open fun lightingEnabled(): Boolean
        open fun removePlugin(plugin: IMaterialPlugin): Unit
        open fun removeTexture(texture: ATexture): Unit
        open fun setAmbientColor(color: Int): Unit
        open fun setAmbientColor(color: FloatArray): Unit
        open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
        open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setCurrentObject(currentObject: Object3D): Unit
        open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: Matrix4): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setMVPMatrix(mvpMatrix: Matrix4): Unit
        open fun setModelMatrix(modelMatrix: Matrix4): Unit
        open fun setModelViewMatrix(modelViewMatrix: Matrix4): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(bufferInfo: BufferInfo): Unit
        open fun setOwnerIdentity(identity: String): Unit
        open fun setSpecularMethod(specularMethod: ISpecularMethod): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(bufferInfo: BufferInfo): Unit
        open fun setTextureHandleForName(@NonNull name: String): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(bufferInfo: BufferInfo): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(bufferInfo: BufferInfo): Unit
        open fun timeEnabled(): Boolean
        open fun unbindTextures(): Unit
        open fun unsetCurrentObject(currentObject: Object3D): Unit
        open fun useProgram(): Unit
        open fun useVertexColors(value: Boolean): Unit
        open fun usingVertexColors(): Boolean
      open class MaterialManager : AResourceManager
        Module Contents open fun addMaterial(material: Material): Material
        open static fun getInstance(): MaterialManager
        open fun getMaterialCount(): Int
        open fun reload(): Unit
        open fun removeMaterial(material: Material): Unit
        open fun reset(): Unit
        open fun taskAdd(material: Material): Unit
        open fun taskReload(): Unit
        open fun taskRemove(material: Material): Unit
        open fun taskReset(): Unit
        open fun taskReset(renderer: Renderer): Unit
      open class MaterialManager : AResourceManager
        Module Contents open fun addMaterial(material: Material): Material
        open static fun getInstance(): MaterialManager
        open fun getMaterialCount(): Int
        open fun reload(): Unit
        open fun removeMaterial(material: Material): Unit
        open fun reset(): Unit
        open fun taskAdd(material: Material): Unit
        open fun taskReload(): Unit
        open fun taskRemove(material: Material): Unit
        open fun taskReset(): Unit
        open fun taskReset(renderer: Renderer): Unit
      open class MathUtil
        Module Contents MathUtil()
        static val HALF_PI: Double
        static val PI: Double
        static val PRECISION: Int
        static val PRE_180_DIV_PI: Double
        static val PRE_PI_DIV_180: Double
        static val TWO_PI: Double
        open static fun clamp(value: Double, min: Double, max: Double): Double
        open static fun clamp(value: Int, min: Int, max: Int): Int
        open static fun clamp(value: Short, min: Short, max: Short): Short
        open static fun cos(radians: Double): Double
        open static fun degreesToRadians(degrees: Double): Double
        open static fun getClosestPowerOfTwo(x: Int): Int
        open static fun initialize(): Boolean
        open static fun radiansToDegrees(radians: Double): Double
        open static fun realEqual(a: Double, b: Double, tolerance: Double): Boolean
        open static fun sin(radians: Double): Double
        open static fun tan(radians: Double): Double
      open class MathUtil
        Module Contents MathUtil()
        static val HALF_PI: Double
        static val PI: Double
        static val PRECISION: Int
        static val PRE_180_DIV_PI: Double
        static val PRE_PI_DIV_180: Double
        static val TWO_PI: Double
        open static fun clamp(value: Double, min: Double, max: Double): Double
        open static fun clamp(value: Int, min: Int, max: Int): Int
        open static fun clamp(value: Short, min: Short, max: Short): Short
        open static fun cos(radians: Double): Double
        open static fun degreesToRadians(degrees: Double): Double
        open static fun getClosestPowerOfTwo(x: Int): Int
        open static fun initialize(): Boolean
        open static fun radiansToDegrees(radians: Double): Double
        open static fun realEqual(a: Double, b: Double, tolerance: Double): Boolean
        open static fun sin(radians: Double): Double
        open static fun tan(radians: Double): Double
      open class Matrix
        Module Contents Matrix()
        open static fun frustumM(m: DoubleArray, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun invertM(mInv: DoubleArray, mInvOffset: Int, m: DoubleArray, mOffset: Int): Boolean
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun multiplyMM(result: DoubleArray, resultOffset: Int, lhs: DoubleArray, lhsOffset: Int, rhs: DoubleArray, rhsOffset: Int): Unit
        open static fun multiplyMV(resultVec: DoubleArray, resultVecOffset: Int, lhsMat: DoubleArray, lhsMatOffset: Int, rhsVec: DoubleArray, rhsVecOffset: Int): Unit
        open static fun orthoM(m: DoubleArray, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun perspectiveM(m: DoubleArray, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun rotateM(rm: DoubleArray, rmOffset: Int, m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun rotateM(m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(sm: DoubleArray, smOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setIdentityM(sm: DoubleArray, smOffset: Int): Unit
        open static fun setLookAtM(rm: DoubleArray, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun setRotateEulerM(rm: DoubleArray, rmOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setRotateM(rm: DoubleArray, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun translateM(tm: DoubleArray, tmOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun translateM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun transposeM(mTrans: DoubleArray, mTransOffset: Int, m: DoubleArray, mOffset: Int): Unit
      open class Matrix
        Module Contents Matrix()
        open static fun frustumM(m: DoubleArray, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun invertM(mInv: DoubleArray, mInvOffset: Int, m: DoubleArray, mOffset: Int): Boolean
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun multiplyMM(result: DoubleArray, resultOffset: Int, lhs: DoubleArray, lhsOffset: Int, rhs: DoubleArray, rhsOffset: Int): Unit
        open static fun multiplyMV(resultVec: DoubleArray, resultVecOffset: Int, lhsMat: DoubleArray, lhsMatOffset: Int, rhsVec: DoubleArray, rhsVecOffset: Int): Unit
        open static fun orthoM(m: DoubleArray, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun perspectiveM(m: DoubleArray, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun rotateM(rm: DoubleArray, rmOffset: Int, m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun rotateM(m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(sm: DoubleArray, smOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setIdentityM(sm: DoubleArray, smOffset: Int): Unit
        open static fun setLookAtM(rm: DoubleArray, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun setRotateEulerM(rm: DoubleArray, rmOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setRotateM(rm: DoubleArray, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun translateM(tm: DoubleArray, tmOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun translateM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun transposeM(mTrans: DoubleArray, mTransOffset: Int, m: DoubleArray, mOffset: Int): Unit
      class Matrix4 : Cloneable
        Module Contents Matrix4()
        Matrix4(@NonNull matrix: Matrix4)
        Matrix4(@NonNull matrix: DoubleArray)
        Matrix4(@NonNull matrix: FloatArray)
        Matrix4(@NonNull quat: Quaternion)
        static val M00: Int
        static val M01: Int
        static val M02: Int
        static val M03: Int
        static val M10: Int
        static val M11: Int
        static val M12: Int
        static val M13: Int
        static val M20: Int
        static val M21: Int
        static val M22: Int
        static val M23: Int
        static val M30: Int
        static val M31: Int
        static val M32: Int
        static val M33: Int
        @NonNull fun add(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun clone(): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
        @NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
        fun determinant(): Double
        fun equals(other: Any?): Boolean
        @NonNull fun getDoubleValues(): DoubleArray
        @NonNull fun getFloatValues(): FloatArray
        @NonNull fun getScaling(): Vector3
        @NonNull fun getScaling(@NonNull vec: Vector3): Vector3
        @NonNull fun getTranslation(): Vector3
        @NonNull fun getTranslation(vec: Vector3): Vector3
        fun hashCode(): Int
        @NonNull fun identity(): Matrix4
        @NonNull fun inverse(): Matrix4
        @NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
        @NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun multiply(value: Double): Matrix4
        @NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
        @NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
        @NonNull fun projectVector(@NonNull vec: Vector3): Vector3
        @NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        fun rotateVector(@NonNull vec: Vector3): Unit
        @NonNull fun scale(@NonNull vec: Vector3): Matrix4
        @NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun scale(s: Double): Matrix4
        @NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
        @NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
        @NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
        @NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
        @NonNull fun setCoordinateZoom(zoom: Double): Matrix4
        @NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToNormalMatrix(): Matrix4
        @NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        @NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
        @NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
        @NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
        @NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
        fun toArray(@NonNull doubleArray: DoubleArray): Unit
        fun toFloatArray(@NonNull floatArray: FloatArray): Unit
        @NonNull fun toString(): String
        @NonNull fun translate(@NonNull vec: Vector3): Matrix4
        @NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun transpose(): Matrix4
        @NonNull fun zero(): Matrix4
      class Matrix4 : Cloneable
        Module Contents Matrix4()
        Matrix4(@NonNull matrix: Matrix4)
        Matrix4(@NonNull matrix: DoubleArray)
        Matrix4(@NonNull matrix: FloatArray)
        Matrix4(@NonNull quat: Quaternion)
        static val M00: Int
        static val M01: Int
        static val M02: Int
        static val M03: Int
        static val M10: Int
        static val M11: Int
        static val M12: Int
        static val M13: Int
        static val M20: Int
        static val M21: Int
        static val M22: Int
        static val M23: Int
        static val M30: Int
        static val M31: Int
        static val M32: Int
        static val M33: Int
        @NonNull fun add(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun clone(): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
        @NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
        fun determinant(): Double
        fun equals(other: Any?): Boolean
        @NonNull fun getDoubleValues(): DoubleArray
        @NonNull fun getFloatValues(): FloatArray
        @NonNull fun getScaling(): Vector3
        @NonNull fun getScaling(@NonNull vec: Vector3): Vector3
        @NonNull fun getTranslation(): Vector3
        @NonNull fun getTranslation(vec: Vector3): Vector3
        fun hashCode(): Int
        @NonNull fun identity(): Matrix4
        @NonNull fun inverse(): Matrix4
        @NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
        @NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun multiply(value: Double): Matrix4
        @NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
        @NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
        @NonNull fun projectVector(@NonNull vec: Vector3): Vector3
        @NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        fun rotateVector(@NonNull vec: Vector3): Unit
        @NonNull fun scale(@NonNull vec: Vector3): Matrix4
        @NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun scale(s: Double): Matrix4
        @NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
        @NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
        @NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
        @NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
        @NonNull fun setCoordinateZoom(zoom: Double): Matrix4
        @NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToNormalMatrix(): Matrix4
        @NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        @NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
        @NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
        @NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
        @NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
        fun toArray(@NonNull doubleArray: DoubleArray): Unit
        fun toFloatArray(@NonNull floatArray: FloatArray): Unit
        @NonNull fun toString(): String
        @NonNull fun translate(@NonNull vec: Vector3): Matrix4
        @NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun transpose(): Matrix4
        @NonNull fun zero(): Matrix4
      open class NPrism : Object3D
        Module Contents NPrism(sides: Int, radius: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
      open class NPrism : Object3D
        Module Contents NPrism(sides: Int, radius: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
      open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents NormalMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents NormalMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class NormalMapTexture : ASingleTexture
        Module Contents NormalMapTexture(other: NormalMapTexture)
        NormalMapTexture(textureName: String)
        NormalMapTexture(textureName: String, resourceId: Int)
        NormalMapTexture(textureName: String, bitmap: Bitmap)
        NormalMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): NormalMapTexture
      open class NormalMapTexture : ASingleTexture
        Module Contents NormalMapTexture(other: NormalMapTexture)
        NormalMapTexture(textureName: String)
        NormalMapTexture(textureName: String, resourceId: Int)
        NormalMapTexture(textureName: String, bitmap: Bitmap)
        NormalMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): NormalMapTexture
      open class NotImplementedParsingException : ParsingException
        Module Contents NotImplementedParsingException()
      open class NotImplementedParsingException : ParsingException
        Module Contents NotImplementedParsingException()
      open class NotParsableException : ParsingException
        Module Contents NotParsableException(msg: String)
      open class NotParsableException : ParsingException
        Module Contents NotParsableException(msg: String)
      class NullRenderer : Renderer
        Module Contents NullRenderer(context: Context)
        fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        fun onTouchEvent(event: MotionEvent): Unit
      class NullRenderer : Renderer
        Module Contents NullRenderer(context: Context)
        fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        fun onTouchEvent(event: MotionEvent): Unit
      open class Object3D : ATransformable3D, Comparable<Object3D>, INode
        Module Contents Object3D()
        Object3D(name: String)
        static val ALPHA: Int
        static val BLUE: Int
        static val GREEN: Int
        static val RED: Int
        static val UNPICKABLE: Int
        open fun accept(visitor: INodeVisitor): Unit
        open fun addChild(child: Object3D): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D
        open fun clone(copyMaterial: Boolean): Object3D
        open fun clone(): Object3D
        open fun compareTo(other: Object3D): Int
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox
        open fun getChildAt(index: Int): Object3D
        open fun getChildByName(name: String): Object3D
        open fun getDrawingMode(): Int
        open fun getGeometry(): Geometry3D
        open fun getInverseViewMatrix(): Matrix4
        open fun getMaterial(): Material
        open fun getModelViewMatrix(): Matrix4
        open fun getModelViewProjectionMatrix(): Matrix4
        open fun getName(): String
        open fun getNumChildren(): Int
        open fun getNumObjects(): Int
        open fun getNumTriangles(): Int
        open fun getParent(): Object3D
        open fun getRenderChildrenAsBatch(): Boolean
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getWorldPosition(): Vector3
        open fun hasBoundingVolume(): Boolean
        open fun isBackSided(): Boolean
        open fun isBlendingEnabled(): Boolean
        open fun isContainer(isContainer: Boolean): Unit
        open fun isContainer(): Boolean
        open fun isDepthMaskEnabled(): Boolean
        open fun isDepthTestEnabled(): Boolean
        open fun isDestroyed(): Boolean
        open fun isDoubleSided(): Boolean
        open fun isForcedDepth(): Boolean
        open fun isInFrustum(): Boolean
        open fun isPartOfBatch(): Boolean
        open fun isPickingEnabled(): Boolean
        open fun isTransparent(): Boolean
        open fun isVisible(): Boolean
        open fun reload(): Unit
        open fun removeChild(child: Object3D): Boolean
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun renderColorPicking(camera: Camera, pickingMaterial: Material): Unit
        open fun setAlpha(alpha: Int): Unit
        open fun setAlpha(alpha: Float): Unit
        open fun setAtlasTile(tileName: String, atlas: TextureAtlas): Unit
        open fun setBackSided(backSided: Boolean): Unit
        open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
        open fun setBlendingEnabled(value: Boolean): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3): Unit
        open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setDepthMaskEnabled(value: Boolean): Unit
        open fun setDepthTestEnabled(value: Boolean): Unit
        open fun setDoubleSided(doubleSided: Boolean): Unit
        open fun setDrawingMode(drawingMode: Int): Unit
        open fun setForcedDepth(forcedDepth: Boolean): Unit
        open fun setFrustumTest(value: Boolean): Unit
        open fun setMaterial(material: Material): Unit
        open fun setName(name: String): Unit
        open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
        open fun setPickingColor(colorIndex: Int): Unit
        open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
        open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
        open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
        open fun setTransparent(value: Boolean): Unit
        open fun setVisible(visible: Boolean): Unit
      open class Object3D : ATransformable3D, Comparable<Object3D>, INode
        Module Contents Object3D()
        Object3D(name: String)
        static val ALPHA: Int
        static val BLUE: Int
        static val GREEN: Int
        static val RED: Int
        static val UNPICKABLE: Int
        open fun accept(visitor: INodeVisitor): Unit
        open fun addChild(child: Object3D): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D
        open fun clone(copyMaterial: Boolean): Object3D
        open fun clone(): Object3D
        open fun compareTo(other: Object3D): Int
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox
        open fun getChildAt(index: Int): Object3D
        open fun getChildByName(name: String): Object3D
        open fun getDrawingMode(): Int
        open fun getGeometry(): Geometry3D
        open fun getInverseViewMatrix(): Matrix4
        open fun getMaterial(): Material
        open fun getModelViewMatrix(): Matrix4
        open fun getModelViewProjectionMatrix(): Matrix4
        open fun getName(): String
        open fun getNumChildren(): Int
        open fun getNumObjects(): Int
        open fun getNumTriangles(): Int
        open fun getParent(): Object3D
        open fun getRenderChildrenAsBatch(): Boolean
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getWorldPosition(): Vector3
        open fun hasBoundingVolume(): Boolean
        open fun isBackSided(): Boolean
        open fun isBlendingEnabled(): Boolean
        open fun isContainer(isContainer: Boolean): Unit
        open fun isContainer(): Boolean
        open fun isDepthMaskEnabled(): Boolean
        open fun isDepthTestEnabled(): Boolean
        open fun isDestroyed(): Boolean
        open fun isDoubleSided(): Boolean
        open fun isForcedDepth(): Boolean
        open fun isInFrustum(): Boolean
        open fun isPartOfBatch(): Boolean
        open fun isPickingEnabled(): Boolean
        open fun isTransparent(): Boolean
        open fun isVisible(): Boolean
        open fun reload(): Unit
        open fun removeChild(child: Object3D): Boolean
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun renderColorPicking(camera: Camera, pickingMaterial: Material): Unit
        open fun setAlpha(alpha: Int): Unit
        open fun setAlpha(alpha: Float): Unit
        open fun setAtlasTile(tileName: String, atlas: TextureAtlas): Unit
        open fun setBackSided(backSided: Boolean): Unit
        open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
        open fun setBlendingEnabled(value: Boolean): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3): Unit
        open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setDepthMaskEnabled(value: Boolean): Unit
        open fun setDepthTestEnabled(value: Boolean): Unit
        open fun setDoubleSided(doubleSided: Boolean): Unit
        open fun setDrawingMode(drawingMode: Int): Unit
        open fun setForcedDepth(forcedDepth: Boolean): Unit
        open fun setFrustumTest(value: Boolean): Unit
        open fun setMaterial(material: Material): Unit
        open fun setName(name: String): Unit
        open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
        open fun setPickingColor(colorIndex: Int): Unit
        open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
        open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
        open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
        open fun setTransparent(value: Boolean): Unit
        open fun setVisible(visible: Boolean): Unit
      open class ObjectColorPicker : IObjectPicker
        Module Contents ObjectColorPicker(renderer: Renderer)
        open class ColorPickerInfo
          Module Contents ColorPickerInfo(x: Float, y: Float, picker: ObjectColorPicker)
          open fun getPicker(): ObjectColorPicker
          open fun getX(): Int
          open fun getY(): Int
        class ObjectColorPickerException : Exception
          Module Contents ObjectColorPickerException()
          ObjectColorPickerException(msg: String)
          ObjectColorPickerException(throwable: Throwable)
          ObjectColorPickerException(msg: String, throwable: Throwable)
        open fun getMaterial(): Material
        open fun getObjectAt(x: Float, y: Float): Unit
        open fun getRenderTarget(): RenderTarget
        open fun initialize(): Unit
        open static fun pickObject(pickerInfo: ColorPickerInfo): Unit
        open fun registerObject(object: Object3D): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
        open fun unregisterObject(object: Object3D): Unit
      open class ObjectColorPicker : IObjectPicker
        Module Contents ObjectColorPicker(renderer: Renderer)
        open class ColorPickerInfo
          Module Contents ColorPickerInfo(x: Float, y: Float, picker: ObjectColorPicker)
          open fun getPicker(): ObjectColorPicker
          open fun getX(): Int
          open fun getY(): Int
        class ObjectColorPickerException : Exception
          Module Contents ObjectColorPickerException()
          ObjectColorPickerException(msg: String)
          ObjectColorPickerException(throwable: Throwable)
          ObjectColorPickerException(msg: String, throwable: Throwable)
        open fun getMaterial(): Material
        open fun getObjectAt(x: Float, y: Float): Unit
        open fun getRenderTarget(): RenderTarget
        open fun initialize(): Unit
        open static fun pickObject(pickerInfo: ColorPickerInfo): Unit
        open fun registerObject(object: Object3D): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
        open fun unregisterObject(object: Object3D): Unit
      open class Octree : A_nAABBTree
        Module Contents Octree()
        Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        Octree(parent: Octree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun toString(): String
      open class Octree : A_nAABBTree
        Module Contents Octree()
        Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        Octree(parent: Octree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun toString(): String
      interface OnFPSUpdateListener
        Module Contents abstract fun onFPSUpdate(fps: Double): Unit
      interface OnFPSUpdateListener
        Module Contents abstract fun onFPSUpdate(fps: Double): Unit
      interface OnObjectPickedListener
        Module Contents abstract fun onNoObjectPicked(): Unit
        abstract fun onObjectPicked(@NonNull object: Object3D): Unit
      interface OnObjectPickedListener
        Module Contents abstract fun onNoObjectPicked(): Unit
        abstract fun onObjectPicked(@NonNull object: Object3D): Unit
      open class OrthographicCamera : Camera
        Module Contents OrthographicCamera()
        open fun getZoom(): Double
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setZoom(zoom: Double): Unit
      open class OrthographicCamera : Camera
        Module Contents OrthographicCamera()
        open fun getZoom(): Double
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setZoom(zoom: Double): Unit
      open class OutlineEffect : APostProcessingEffect
        Module Contents OutlineEffect(scene: Scene, camera: Camera, width: Int, height: Int, thickness: Float, blendMode: BlendMode)
        open fun initialize(renderer: Renderer): Unit
      open class OutlineEffect : APostProcessingEffect
        Module Contents OutlineEffect(scene: Scene, camera: Camera, width: Int, height: Int, thickness: Float, blendMode: BlendMode)
        open fun initialize(renderer: Renderer): Unit
      open class PalettedTexture : ACompressedTexture
        Module Contents PalettedTexture(other: PalettedTexture)
        PalettedTexture(textureName: String, byteBuffer: ByteBuffer, paletteFormat: PaletteFormat)
        PalettedTexture(textureName: String, byteBuffers: Array<ByteBuffer>, paletteFormat: PaletteFormat)
        class PaletteFormat
          Module Contents PALETTE4_R5_G6_B5
          PALETTE4_RGB5_A1
          PALETTE4_RGB8
          PALETTE4_RGBA4
          PALETTE4_RGBA8
          PALETTE8_R5_G6_B5
          PALETTE8_RGB5_A1
          PALETTE8_RGB8
          PALETTE8_RGBA4
          PALETTE8_RGBA8
        open fun clone(): PalettedTexture
        open fun getPaletteFormat(): PaletteFormat
        open fun setFrom(other: PalettedTexture): Unit
        open fun setPaletteFormat(paletteFormat: PaletteFormat): Unit
      open class PalettedTexture : ACompressedTexture
        Module Contents PalettedTexture(other: PalettedTexture)
        PalettedTexture(textureName: String, byteBuffer: ByteBuffer, paletteFormat: PaletteFormat)
        PalettedTexture(textureName: String, byteBuffers: Array<ByteBuffer>, paletteFormat: PaletteFormat)
        class PaletteFormat
          Module Contents PALETTE4_R5_G6_B5
          PALETTE4_RGB5_A1
          PALETTE4_RGB8
          PALETTE4_RGBA4
          PALETTE4_RGBA8
          PALETTE8_R5_G6_B5
          PALETTE8_RGB5_A1
          PALETTE8_RGB8
          PALETTE8_RGBA4
          PALETTE8_RGBA8
        open fun clone(): PalettedTexture
        open fun getPaletteFormat(): PaletteFormat
        open fun setFrom(other: PalettedTexture): Unit
        open fun setPaletteFormat(paletteFormat: PaletteFormat): Unit
      open class ParsingException : Exception
        Module Contents ParsingException()
        ParsingException(msg: String)
        ParsingException(throwable: Throwable)
        ParsingException(msg: String, throwable: Throwable)
      open class ParsingException : Exception
        Module Contents ParsingException()
        ParsingException(msg: String)
        ParsingException(throwable: Throwable)
        ParsingException(msg: String, throwable: Throwable)
      open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents PhongFragmentShaderFragment(lights: MutableList<ALight>, specularColor: Int, shininess: Float)
        PhongFragmentShaderFragment(lights: MutableList<ALight>, specularColor: Int, shininess: Float, specularIntensity: Float, textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setShininess(shininess: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        open fun setSpecularIntensity(specularIntensity: Float): Unit
        open fun unbindTextures(): Unit
      open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents PhongFragmentShaderFragment(lights: MutableList<ALight>, specularColor: Int, shininess: Float)
        PhongFragmentShaderFragment(lights: MutableList<ALight>, specularColor: Int, shininess: Float, specularIntensity: Float, textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setShininess(shininess: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        open fun setSpecularIntensity(specularIntensity: Float): Unit
        open fun unbindTextures(): Unit
      open class PipRenderer : Renderer
        Module Contents PipRenderer(context: Context, pipScale: Float, pipMarginX: Float, pipMarginY: Float)
        open fun initScene(): Unit
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
        open fun setMainRenderer(mainRenderer: SubRenderer): Unit
        open fun setMiniRenderer(miniRenderer: SubRenderer): Unit
      open class PipRenderer : Renderer
        Module Contents PipRenderer(context: Context, pipScale: Float, pipMarginX: Float, pipMarginY: Float)
        open fun initScene(): Unit
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
        open fun setMainRenderer(mainRenderer: SubRenderer): Unit
        open fun setMiniRenderer(miniRenderer: SubRenderer): Unit
      open class PixelatedPass : EffectPass
        Module Contents PixelatedPass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class PixelatedPass : EffectPass
        Module Contents PixelatedPass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class Plane
        Module Contents Plane()
        Plane(point1: Vector3, point2: Vector3, point3: Vector3)
        class PlaneSide
          Module Contents BACK
          FRONT
          ONPLANE
        open fun getD(): Double
        open fun getDistanceTo(point: Vector3): Double
        open fun getNormal(): Vector3
        open fun getPointSide(point: Vector3): PlaneSide
        open fun isFrontFacing(direction: Vector3): Boolean
        open fun normalize(): Unit
        open fun set(point1: Vector3, point2: Vector3, point3: Vector3): Unit
        open fun setComponents(x: Double, y: Double, z: Double, w: Double): Unit
      open class Plane
        Module Contents Plane()
        Plane(point1: Vector3, point2: Vector3, point3: Vector3)
        class PlaneSide
          Module Contents BACK
          FRONT
          ONPLANE
        open fun getD(): Double
        open fun getDistanceTo(point: Vector3): Double
        open fun getNormal(): Vector3
        open fun getPointSide(point: Vector3): PlaneSide
        open fun isFrontFacing(direction: Vector3): Boolean
        open fun normalize(): Unit
        open fun set(point1: Vector3, point2: Vector3, point3: Vector3): Unit
        open fun setComponents(x: Double, y: Double, z: Double, w: Double): Unit
      open class Plane : Object3D
        Module Contents Plane()
        Plane(upAxis: Axis)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
      open class Plane : Object3D
        Module Contents Plane()
        Plane(upAxis: Axis)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
      abstract class Playable : IPlayable
        Module Contents Playable()
        open fun isEnded(): Boolean
        open fun isPaused(): Boolean
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
      abstract class Playable : IPlayable
        Module Contents Playable()
        open fun isEnded(): Boolean
        open fun isPaused(): Boolean
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
      abstract class Plugin : IRendererPlugin
        Module Contents Plugin(renderer: Renderer)
        Plugin(renderer: Renderer, createVBOs: Boolean)
        open fun destroy(): Unit
        open fun reload(): Unit
        open fun render(): Unit
        open fun unload(): Unit
      abstract class Plugin : IRendererPlugin
        Module Contents Plugin(renderer: Renderer)
        Plugin(renderer: Renderer, createVBOs: Boolean)
        open fun destroy(): Unit
        open fun reload(): Unit
        open fun render(): Unit
        open fun unload(): Unit
      open class PointLight : ALight
        Module Contents PointLight()
        open fun getAttenuation(): FloatArray
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
      open class PointLight : ALight
        Module Contents PointLight()
        open fun getAttenuation(): FloatArray
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
      open class PointSprite : Plane
        Module Contents PointSprite(width: Float, height: Float)
        PointSprite(width: Float, height: Float, createVBOs: Boolean)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
      open class PointSprite : Plane
        Module Contents PointSprite(width: Float, height: Float)
        PointSprite(width: Float, height: Float, createVBOs: Boolean)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
      open class PostProcessingManager
        Module Contents PostProcessingManager(@NonNull renderer: Renderer)
        PostProcessingManager(@NonNull renderer: Renderer, sampleFactor: Double)
        PostProcessingManager(@NonNull renderer: Renderer, width: Int, height: Int)
        open fun addEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun addPass(@NonNull pass: IPass): Unit
        @NonNull open fun getScene(): Scene
        @NonNull open fun getTexture(): ATexture
        open fun insertEffect(index: Int, @NonNull multiPass: IPostProcessingEffect): Unit
        open fun insertPass(index: Int, @NonNull pass: IPass): Unit
        open fun isEmpty(): Boolean
        var mReadBuffer: RenderTarget
        var mWriteBuffer: RenderTarget
        open fun removeEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun removePass(@NonNull pass: IPass): Unit
        open fun render(elapsedTime: Long, deltaTime: Double): Unit
        open fun reset(@NonNull renderTarget: RenderTarget): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun swapBuffers(): Unit
      open class PostProcessingManager
        Module Contents PostProcessingManager(@NonNull renderer: Renderer)
        PostProcessingManager(@NonNull renderer: Renderer, sampleFactor: Double)
        PostProcessingManager(@NonNull renderer: Renderer, width: Int, height: Int)
        open fun addEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun addPass(@NonNull pass: IPass): Unit
        @NonNull open fun getScene(): Scene
        @NonNull open fun getTexture(): ATexture
        open fun insertEffect(index: Int, @NonNull multiPass: IPostProcessingEffect): Unit
        open fun insertPass(index: Int, @NonNull pass: IPass): Unit
        open fun isEmpty(): Boolean
        var mReadBuffer: RenderTarget
        var mWriteBuffer: RenderTarget
        open fun removeEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun removePass(@NonNull pass: IPass): Unit
        open fun render(elapsedTime: Long, deltaTime: Double): Unit
        open fun reset(@NonNull renderTarget: RenderTarget): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun swapBuffers(): Unit
      open class PvrtcTexture : ACompressedTexture
        Module Contents PvrtcTexture(other: PvrtcTexture)
        PvrtcTexture(textureName: String, byteBuffer: ByteBuffer, pvrtcFormat: PvrtcFormat)
        PvrtcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, pvrtcFormat: PvrtcFormat)
        class PvrtcFormat
          Module Contents RGBA_2BPP
          RGBA_4BPP
          RGB_2BPP
          RGB_4BPP
        open fun clone(): PvrtcTexture
        open fun getPvrtcFormat(): PvrtcFormat
        open fun setFrom(other: PvrtcTexture): Unit
        open fun setPvrtcFormat(pvrtcFormat: PvrtcFormat): Unit
      open class PvrtcTexture : ACompressedTexture
        Module Contents PvrtcTexture(other: PvrtcTexture)
        PvrtcTexture(textureName: String, byteBuffer: ByteBuffer, pvrtcFormat: PvrtcFormat)
        PvrtcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, pvrtcFormat: PvrtcFormat)
        class PvrtcFormat
          Module Contents RGBA_2BPP
          RGBA_4BPP
          RGB_2BPP
          RGB_4BPP
        open fun clone(): PvrtcTexture
        open fun getPvrtcFormat(): PvrtcFormat
        open fun setFrom(other: PvrtcTexture): Unit
        open fun setPvrtcFormat(pvrtcFormat: PvrtcFormat): Unit
      open class QuadraticBezierCurve3D : ICurve3D
        Module Contents QuadraticBezierCurve3D()
        QuadraticBezierCurve3D(point1: Vector3, controlPoint: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, controlPoint: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class QuadraticBezierCurve3D : ICurve3D
        Module Contents QuadraticBezierCurve3D()
        QuadraticBezierCurve3D(point1: Vector3, controlPoint: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, controlPoint: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      class Quaternion : Cloneable
        Module Contents Quaternion()
        Quaternion(w: Double, x: Double, y: Double, z: Double)
        Quaternion(@NonNull quat: Quaternion)
        Quaternion(@NonNull axis: Vector3, angle: Double)
        static val NORMALIZATION_TOLERANCE: Double
        static val PARALLEL_TOLERANCE: Double
        @NonNull fun add(@NonNull quat: Quaternion): Quaternion
        fun angleBetween(@NonNull other: Quaternion): Double
        @NonNull fun clone(): Quaternion
        @NonNull fun computeW(): Quaternion
        @NonNull fun conjugate(): Quaternion
        @NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        fun dot(@NonNull other: Quaternion): Double
        fun equals(other: Any?): Boolean
        fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
        @NonNull fun exp(): Quaternion
        @NonNull fun expAndCreate(): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Axis, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
        @NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
        @NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
        @NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
        @NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        @NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
        @NonNull fun getAxis(@NonNull axis: Axis): Vector3
        fun getGimbalPole(): Int
        @NonNull static fun getIdentity(): Quaternion
        fun getRotationX(): Double
        fun getRotationY(): Double
        fun getRotationZ(): Double
        @NonNull fun getXAxis(): Vector3
        @NonNull fun getYAxis(): Vector3
        @NonNull fun getZAxis(): Vector3
        @NonNull fun identity(): Quaternion
        @NonNull fun inverse(): Quaternion
        @NonNull fun invertAndCreate(): Quaternion
        fun length(): Double
        fun length2(): Double
        @NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun log(): Quaternion
        @NonNull fun logAndCreate(): Quaternion
        @NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull fun multiply(scalar: Double): Quaternion
        @NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
        @NonNull fun multiply(@NonNull vector: Vector3): Vector3
        @NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
        @NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        fun normalize(): Double
        @NonNull fun pow(p: Double): Quaternion
        @NonNull fun pow(@NonNull p: Quaternion): Quaternion
        @NonNull fun powAndCreate(p: Double): Quaternion
        @NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
        @NonNull fun setAll(quat: Quaternion): Quaternion
        @NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
        @NonNull fun toRotationMatrix(): Matrix4
        @NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
        fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
        fun toString(): String
        var w: Double
        var x: Double
        var y: Double
        var z: Double
      class Quaternion : Cloneable
        Module Contents Quaternion()
        Quaternion(w: Double, x: Double, y: Double, z: Double)
        Quaternion(@NonNull quat: Quaternion)
        Quaternion(@NonNull axis: Vector3, angle: Double)
        static val NORMALIZATION_TOLERANCE: Double
        static val PARALLEL_TOLERANCE: Double
        @NonNull fun add(@NonNull quat: Quaternion): Quaternion
        fun angleBetween(@NonNull other: Quaternion): Double
        @NonNull fun clone(): Quaternion
        @NonNull fun computeW(): Quaternion
        @NonNull fun conjugate(): Quaternion
        @NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        fun dot(@NonNull other: Quaternion): Double
        fun equals(other: Any?): Boolean
        fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
        @NonNull fun exp(): Quaternion
        @NonNull fun expAndCreate(): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Axis, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
        @NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
        @NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
        @NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
        @NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        @NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
        @NonNull fun getAxis(@NonNull axis: Axis): Vector3
        fun getGimbalPole(): Int
        @NonNull static fun getIdentity(): Quaternion
        fun getRotationX(): Double
        fun getRotationY(): Double
        fun getRotationZ(): Double
        @NonNull fun getXAxis(): Vector3
        @NonNull fun getYAxis(): Vector3
        @NonNull fun getZAxis(): Vector3
        @NonNull fun identity(): Quaternion
        @NonNull fun inverse(): Quaternion
        @NonNull fun invertAndCreate(): Quaternion
        fun length(): Double
        fun length2(): Double
        @NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun log(): Quaternion
        @NonNull fun logAndCreate(): Quaternion
        @NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull fun multiply(scalar: Double): Quaternion
        @NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
        @NonNull fun multiply(@NonNull vector: Vector3): Vector3
        @NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
        @NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        fun normalize(): Double
        @NonNull fun pow(p: Double): Quaternion
        @NonNull fun pow(@NonNull p: Quaternion): Quaternion
        @NonNull fun powAndCreate(p: Double): Quaternion
        @NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
        @NonNull fun setAll(quat: Quaternion): Quaternion
        @NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
        @NonNull fun toRotationMatrix(): Matrix4
        @NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
        fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
        fun toString(): String
        var w: Double
        var x: Double
        var y: Double
        var z: Double
      class RajLog
        Module Contents RajLog()
        static val TAG: String
        static fun checkGLError(message: String): Unit
        static fun d(msg: String): Unit
        static fun e(msg: String): Unit
        static fun getDeviceMemoryCharacteristics(context: Context): Unit
        static fun i(msg: String): Unit
        static fun isDebugEnabled(): Boolean
        static fun setDebugEnabled(flag: Boolean): Unit
        static fun systemInformation(): Unit
        static fun v(msg: String): Unit
        static fun w(msg: String): Unit
      class RajLog
        Module Contents RajLog()
        static val TAG: String
        static fun checkGLError(message: String): Unit
        static fun d(msg: String): Unit
        static fun e(msg: String): Unit
        static fun getDeviceMemoryCharacteristics(context: Context): Unit
        static fun i(msg: String): Unit
        static fun isDebugEnabled(): Boolean
        static fun setDebugEnabled(flag: Boolean): Unit
        static fun systemInformation(): Unit
        static fun v(msg: String): Unit
        static fun w(msg: String): Unit
      open class RajawaliEGLConfigChooser : IRajawaliEglConfigChooser
        Module Contents RajawaliEGLConfigChooser(glMajorVersion: Int, antiAliasingConfig: ANTI_ALIASING_CONFIG, sampleCount: Int, bitsRed: Int, bitsGreen: Int, bitsBlue: Int, bitsAlpha: Int, bitsDepth: Int)
        const val EGL_OPENGL_ES2_BIT: Int
        const val EGL_OPENGL_ES3_BIT_KHR: Int
        val antiAliasingConfig: ANTI_ALIASING_CONFIG
        open fun chooseConfig(egl: EGL10, display: EGLDisplay): EGLConfig?
        open fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
      class RawShaderLoader
        Module Contents RawShaderLoader()
        static fun fetch(resID: Int): String
        static var mContext: WeakReference<Context>
      class RawShaderLoader
        Module Contents RawShaderLoader()
        static fun fetch(resID: Int): String
        static var mContext: WeakReference<Context>
      open class RayPicker : IObjectPicker
        Module Contents RayPicker(renderer: Renderer)
        open fun getObjectAt(screenX: Float, screenY: Float): Unit
        open fun getObjectAt(position: PointF): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
      open class RayPicker : IObjectPicker
        Module Contents RayPicker(renderer: Renderer)
        open fun getObjectAt(screenX: Float, screenY: Float): Unit
        open fun getObjectAt(position: PointF): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
      open class RayPickingVisitor : INodeVisitor
        Module Contents RayPickingVisitor(rayStart: Vector3, rayEnd: Vector3)
        open fun apply(node: INode): Unit
        open fun getPickedObject(): Object3D
      open class RayPickingVisitor : INodeVisitor
        Module Contents RayPickingVisitor(rayStart: Vector3, rayEnd: Vector3)
        open fun apply(node: INode): Unit
        open fun getPickedObject(): Object3D
      open class RectangularPrism : Object3D
        Module Contents RectangularPrism(size: Float)
        RectangularPrism(width: Float, height: Float, depth: Float)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class RectangularPrism : Object3D
        Module Contents RectangularPrism(size: Float)
        RectangularPrism(width: Float, height: Float, depth: Float)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class RenderPass : APass
        Module Contents RenderPass(scene: Scene, camera: Camera, clearColor: Int)
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class RenderPass : APass
        Module Contents RenderPass(scene: Scene, camera: Camera, clearColor: Int)
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class RenderTarget
        Module Contents RenderTarget(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
        RenderTarget(name: String, width: Int, height: Int)
        open fun bind(): Unit
        open fun checkGLError(ex: String): Unit
        open fun clone(): RenderTarget
        open fun create(): Unit
        open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
        open fun getFrameBufferHandle(): Int
        open fun getFullscreen(): Boolean
        open fun getHeight(): Int
        open fun getName(): String
        open fun getOffsetX(): Int
        open fun getOffsetY(): Int
        open fun getTexture(): RenderTargetTexture
        open fun getWidth(): Int
        open fun isStencilBufferEnabled(): Boolean
        open fun reload(): Unit
        open fun remove(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFullscreen(fullscreen: Boolean): Unit
        open fun setHeight(height: Int): Unit
        open fun setOffsetX(offsetX: Int): Unit
        open fun setOffsetY(offsetY: Int): Unit
        open fun setWidth(width: Int): Unit
        open fun unbind(): Unit
      open class RenderTarget
        Module Contents RenderTarget(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
        RenderTarget(name: String, width: Int, height: Int)
        open fun bind(): Unit
        open fun checkGLError(ex: String): Unit
        open fun clone(): RenderTarget
        open fun create(): Unit
        open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
        open fun getFrameBufferHandle(): Int
        open fun getFullscreen(): Boolean
        open fun getHeight(): Int
        open fun getName(): String
        open fun getOffsetX(): Int
        open fun getOffsetY(): Int
        open fun getTexture(): RenderTargetTexture
        open fun getWidth(): Int
        open fun isStencilBufferEnabled(): Boolean
        open fun reload(): Unit
        open fun remove(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFullscreen(fullscreen: Boolean): Unit
        open fun setHeight(height: Int): Unit
        open fun setOffsetX(offsetX: Int): Unit
        open fun setOffsetY(offsetY: Int): Unit
        open fun setWidth(width: Int): Unit
        open fun unbind(): Unit
      open class RenderTargetCube : RenderTarget
        Module Contents RenderTargetCube(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
        RenderTargetCube(name: String, width: Int, height: Int)
        open fun getActiveCubeFace(): Int
        open fun setActiveCubeFace(activeCubeFace: Int): Unit
      open class RenderTargetCube : RenderTarget
        Module Contents RenderTargetCube(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
        RenderTargetCube(name: String, width: Int, height: Int)
        open fun getActiveCubeFace(): Int
        open fun setActiveCubeFace(activeCubeFace: Int): Unit
      open class RenderTargetTexture : ATexture
        Module Contents RenderTargetTexture(other: RenderTargetTexture)
        RenderTargetTexture(textureName: String)
        RenderTargetTexture(textureName: String, width: Int, height: Int)
        RenderTargetTexture(textureName: String, width: Int, height: Int, internalFormat: RenderTargetTextureFormat, format: RenderTargetTextureFormat, type: RenderTargetTextureType)
        class RenderTargetTextureFormat
          Module Contents DEPTH
          DEPTH16
          RGB
          RGBA
          fun getFormat(): Int
        class RenderTargetTextureType
          Module Contents BYTE
          FLOAT
          INT
          SHORT
          UNSIGNED_BYTE
          UNSIGNED_INT
          UNSIGNED_SHORT
          fun getType(): Int
        open fun clone(): RenderTargetTexture
        open fun resize(width: Int, height: Int): Unit
        open fun setFrom(other: RenderTargetTexture): Unit
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Int): Unit
      open class RenderTargetTexture : ATexture
        Module Contents RenderTargetTexture(other: RenderTargetTexture)
        RenderTargetTexture(textureName: String)
        RenderTargetTexture(textureName: String, width: Int, height: Int)
        RenderTargetTexture(textureName: String, width: Int, height: Int, internalFormat: RenderTargetTextureFormat, format: RenderTargetTextureFormat, type: RenderTargetTextureType)
        class RenderTargetTextureFormat
          Module Contents DEPTH
          DEPTH16
          RGB
          RGBA
          fun getFormat(): Int
        class RenderTargetTextureType
          Module Contents BYTE
          FLOAT
          INT
          SHORT
          UNSIGNED_BYTE
          UNSIGNED_INT
          UNSIGNED_SHORT
          fun getType(): Int
        open fun clone(): RenderTargetTexture
        open fun resize(width: Int, height: Int): Unit
        open fun setFrom(other: RenderTargetTexture): Unit
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Int): Unit
      abstract class Renderer : ISurfaceRenderer
        Module Contents Renderer(context: Context)
        Renderer(context: Context, registerForResources: Boolean)
        open fun addAndSwitchScene(scene: Scene): Boolean
        open fun addMaterial(material: Material): Boolean
        open fun addRenderTarget(renderTarget: RenderTarget): Boolean
        open fun addScene(scene: Scene): Boolean
        open fun addScenes(scenes: MutableCollection<Scene>): Boolean
        open fun addTexture(texture: ATexture): Boolean
        open fun clearOverrideViewportDimensions(): Unit
        open fun getContext(): Context
        open fun getCurrentCamera(): Camera
        open fun getCurrentScene(): Scene
        open fun getDefaultViewportHeight(): Int
        open fun getDefaultViewportWidth(): Int
        open fun getFrameRate(): Double
        open fun getGLMajorVersion(): Int
        open fun getGLMinorVersion(): Int
        open static fun getMaxLights(): Int
        open fun getOverrideViewportHeight(): Int
        open fun getOverrideViewportWidth(): Int
        open fun getRefreshRate(): Double
        open fun getRenderTarget(): RenderTarget
        open fun getScene(scene: Int): Scene
        open fun getSceneCachingEnabled(): Boolean
        open fun getSceneInitialized(): Boolean
        open fun getTextureManager(): TextureManager
        open fun getViewportHeight(): Int
        open fun getViewportWidth(): Int
        open static fun hasGLContext(): Boolean
        open fun initializeColorPicker(picker: ObjectColorPicker): Boolean
        open fun loadModel(loader: ALoader, callback: IAsyncLoaderCallback, tag: Int): ALoader
        open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int): ALoader
        open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int, tag: Int): ALoader
        open fun onPause(): Unit
        open fun onRenderFrame(gl: GL10): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        open fun onResume(): Unit
        open fun reloadMaterials(): Boolean
        open fun reloadTextures(): Boolean
        open fun removeMaterial(material: Material): Boolean
        open fun removeRenderTarget(renderTarget: RenderTarget): Boolean
        open fun removeScene(scene: Scene): Boolean
        open fun removeTexture(texture: ATexture): Boolean
        open fun replaceAndSwitchScene(scene: Scene, location: Int): Boolean
        open fun replaceAndSwitchScene(oldScene: Scene, newScene: Scene): Boolean
        open fun replaceScene(scene: Scene, location: Int): Boolean
        open fun replaceScene(oldScene: Scene, newScene: Scene): Boolean
        open fun replaceTexture(texture: ATexture): Boolean
        open fun resetMaterials(): Boolean
        open fun resetTextures(): Boolean
        open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
        open fun screenToCartesian(screenX: Float, screenY: Float): PointF
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFPSUpdateListener(listener: OnFPSUpdateListener): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrameRate(frameRate: Double): Unit
        open static fun setMaxLights(maxLights: Int): Unit
        open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
        open fun setRenderSurface(surface: ISurface): Unit
        open fun setRenderTarget(renderTarget: RenderTarget): Unit
        open fun setSceneCachingEnabled(enabled: Boolean): Unit
        open fun setViewPort(width: Int, height: Int): Unit
        open fun startRendering(): Unit
        open fun stopRendering(): Boolean
        open fun switchScene(scene: Scene): Unit
        open fun switchScene(scene: Int): Unit
        open fun switchSceneDirect(nextScene: Scene): Unit
        open fun unProject(p: PointF, distance: Float): Vector3
        open fun unProject(x: Double, y: Double, z: Double): Vector3
      abstract class Renderer : ISurfaceRenderer
        Module Contents Renderer(context: Context)
        Renderer(context: Context, registerForResources: Boolean)
        open fun addAndSwitchScene(scene: Scene): Boolean
        open fun addMaterial(material: Material): Boolean
        open fun addRenderTarget(renderTarget: RenderTarget): Boolean
        open fun addScene(scene: Scene): Boolean
        open fun addScenes(scenes: MutableCollection<Scene>): Boolean
        open fun addTexture(texture: ATexture): Boolean
        open fun clearOverrideViewportDimensions(): Unit
        open fun getContext(): Context
        open fun getCurrentCamera(): Camera
        open fun getCurrentScene(): Scene
        open fun getDefaultViewportHeight(): Int
        open fun getDefaultViewportWidth(): Int
        open fun getFrameRate(): Double
        open fun getGLMajorVersion(): Int
        open fun getGLMinorVersion(): Int
        open static fun getMaxLights(): Int
        open fun getOverrideViewportHeight(): Int
        open fun getOverrideViewportWidth(): Int
        open fun getRefreshRate(): Double
        open fun getRenderTarget(): RenderTarget
        open fun getScene(scene: Int): Scene
        open fun getSceneCachingEnabled(): Boolean
        open fun getSceneInitialized(): Boolean
        open fun getTextureManager(): TextureManager
        open fun getViewportHeight(): Int
        open fun getViewportWidth(): Int
        open static fun hasGLContext(): Boolean
        open fun initializeColorPicker(picker: ObjectColorPicker): Boolean
        open fun loadModel(loader: ALoader, callback: IAsyncLoaderCallback, tag: Int): ALoader
        open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int): ALoader
        open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int, tag: Int): ALoader
        open fun onPause(): Unit
        open fun onRenderFrame(gl: GL10): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        open fun onResume(): Unit
        open fun reloadMaterials(): Boolean
        open fun reloadTextures(): Boolean
        open fun removeMaterial(material: Material): Boolean
        open fun removeRenderTarget(renderTarget: RenderTarget): Boolean
        open fun removeScene(scene: Scene): Boolean
        open fun removeTexture(texture: ATexture): Boolean
        open fun replaceAndSwitchScene(scene: Scene, location: Int): Boolean
        open fun replaceAndSwitchScene(oldScene: Scene, newScene: Scene): Boolean
        open fun replaceScene(scene: Scene, location: Int): Boolean
        open fun replaceScene(oldScene: Scene, newScene: Scene): Boolean
        open fun replaceTexture(texture: ATexture): Boolean
        open fun resetMaterials(): Boolean
        open fun resetTextures(): Boolean
        open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
        open fun screenToCartesian(screenX: Float, screenY: Float): PointF
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFPSUpdateListener(listener: OnFPSUpdateListener): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrameRate(frameRate: Double): Unit
        open static fun setMaxLights(maxLights: Int): Unit
        open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
        open fun setRenderSurface(surface: ISurface): Unit
        open fun setRenderTarget(renderTarget: RenderTarget): Unit
        open fun setSceneCachingEnabled(enabled: Boolean): Unit
        open fun setViewPort(width: Int, height: Int): Unit
        open fun startRendering(): Unit
        open fun stopRendering(): Boolean
        open fun switchScene(scene: Scene): Unit
        open fun switchScene(scene: Int): Unit
        open fun switchSceneDirect(nextScene: Scene): Unit
        open fun unProject(p: PointF, distance: Float): Vector3
        open fun unProject(x: Double, y: Double, z: Double): Vector3
      data class ResultConfigChooser
        Module Contents ResultConfigChooser(configGL: EGLConfig?, error: String? = null)
        val configGL: EGLConfig?
        val error: String?
      open class RotateAnimation3D : Animation3D
        Module Contents RotateAnimation3D(xRotate: Double, yRotate: Double, zRotate: Double)
        RotateAnimation3D(rotate: Vector3)
        open fun eventStart(): Unit
      open class RotateAnimation3D : Animation3D
        Module Contents RotateAnimation3D(xRotate: Double, yRotate: Double, zRotate: Double)
        RotateAnimation3D(rotate: Vector3)
        open fun eventStart(): Unit
      open class RotateAroundAnimation3D : Animation3D
        Module Contents RotateAroundAnimation3D(center: Vector3, axis: Axis, distance: Double)
      open class RotateAroundAnimation3D : Animation3D
        Module Contents RotateAroundAnimation3D(center: Vector3, axis: Axis, distance: Double)
      open class RotateOnAxisAnimation : Animation3D
        Module Contents RotateOnAxisAnimation(axis: Axis, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Axis, rotateFrom: Double, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3, rotateFrom: Double, degreesToRotate: Double)
        open fun eventStart(): Unit
      open class RotateOnAxisAnimation : Animation3D
        Module Contents RotateOnAxisAnimation(axis: Axis, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Axis, rotateFrom: Double, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3, rotateFrom: Double, degreesToRotate: Double)
        open fun eventStart(): Unit
      open class SVGPath
        Module Contents SVGPath()
        open fun parseResourceString(context: Context, resourceId: Int): MutableList<CompoundCurve3D>
        open fun parseString(pathString: String): MutableList<CompoundCurve3D>
      open class SVGPath
        Module Contents SVGPath()
        open fun parseResourceString(context: Context, resourceId: Int): MutableList<CompoundCurve3D>
        open fun parseString(pathString: String): MutableList<CompoundCurve3D>
      open class ScaleAnimation3D : Animation3D
        Module Contents ScaleAnimation3D(toScale: Vector3)
      open class ScaleAnimation3D : Animation3D
        Module Contents ScaleAnimation3D(toScale: Vector3)
      open class ScanlinePass : EffectPass
        Module Contents ScanlinePass(opacity: Float, radius: Float, screenWidth: Int, screenHeight: Int)
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class ScanlinePass : EffectPass
        Module Contents ScanlinePass(opacity: Float, radius: Float, screenWidth: Int, screenHeight: Int)
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class Scene
        Module Contents Scene(renderer: Renderer)
        Scene(renderer: Renderer, type: GRAPH_TYPE)
        open fun addAndSwitchCamera(camera: Camera): Boolean
        open fun addCamera(camera: Camera): Boolean
        open fun addCameras(cameras: MutableCollection<Camera>): Boolean
        open fun addChild(child: Object3D): Boolean
        open fun addChildAt(child: Object3D, index: Int): Boolean
        open fun addChildren(children: MutableCollection<Object3D>): Boolean
        open fun addLight(light: ALight): Boolean
        open fun addPlugin(plugin: Plugin): Boolean
        open fun addPlugins(plugins: MutableCollection<Plugin>): Boolean
        open fun alwaysClearColorBuffer(value: Boolean): Unit
        open fun alwaysClearColorBuffer(): Boolean
        open fun clearAnimations(): Boolean
        open fun clearCameras(): Boolean
        open fun clearChildren(): Boolean
        open fun clearFrameCallbacks(): Boolean
        open fun clearLights(): Boolean
        open fun clearPlugins(): Boolean
        open fun destroyScene(): Unit
        open fun displaySceneGraph(display: Boolean): Unit
        open fun getBackgroundColor(): Int
        open fun getCamera(): Camera
        open fun getCamera(camera: Int): Camera
        open fun getCameraCount(): Int
        open fun getCamerasCopy(): ArrayList<Camera>
        open fun getChildrenCopy(): ArrayList<Object3D>
        open fun getLights(): MutableList<ALight>
        open fun getLightsCopy(): ArrayList<ALight>
        open fun getNumChildren(): Int
        open fun getNumLights(): Int
        open fun getNumObjects(): Int
        open fun getNumPlugins(): Int
        open fun getNumTriangles(): Int
        open fun getPluginsCopy(): ArrayList<IRendererPlugin>
        open fun getSceneMaxBound(): Vector3
        open fun getSceneMinBound(): Vector3
        open fun hasPickerInfo(): Boolean
        open fun initScene(): Unit
        open fun markLightingDirty(): Unit
        open fun registerAnimation(anim: Animation): Boolean
        open fun registerAnimations(anims: MutableCollection<Animation>): Boolean
        open fun registerFrameCallback(callback: ASceneFrameCallback): Boolean
        open fun reload(): Unit
        open fun removeCamera(camera: Camera): Boolean
        open fun removeChild(child: Object3D): Boolean
        open fun removeLight(light: ALight): Boolean
        open fun removePlugin(plugin: Plugin): Boolean
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget): Unit
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget, sceneMaterial: Material): Unit
        open fun replaceAndSwitchCamera(camera: Camera, location: Int): Boolean
        open fun replaceAndSwitchCamera(oldCamera: Camera, newCamera: Camera): Boolean
        open fun replaceAnimation(oldAnim: Animation, newAnim: Animation): Boolean
        open fun replaceCamera(camera: Camera, location: Int): Boolean
        open fun replaceCamera(oldCamera: Camera, newCamera: Camera): Boolean
        open fun replaceChild(child: Object3D, location: Int): Boolean
        open fun replaceChild(oldChild: Object3D, newChild: Object3D): Boolean
        open fun requestColorPicking(@NonNull pickerInfo: ColorPickerInfo): Unit
        open fun resetGLState(): Unit
        open fun setAntiAliasingConfig(config: ANTI_ALIASING_CONFIG): Unit
        open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun setBackgroundColor(color: Int): Unit
        open fun setFog(fogParams: FogParams): Unit
        open fun setShadowMapMaterial(material: ShadowMapMaterial): Unit
        open fun setSkybox(resourceId: Int): Boolean
        open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
        open fun setSkybox(bitmaps: Array<Bitmap>): Boolean
        open fun setSkybox(skybox: Cube, texture: ATexture): Boolean
        open fun switchCamera(camera: Camera): Unit
        open fun switchCamera(camera: Int): Unit
        open fun unregisterAnimation(anim: Animation): Boolean
        open fun unregisterFrameCallback(callback: ASceneFrameCallback): Boolean
        open fun updateProjectionMatrix(width: Int, height: Int): Unit
        open fun updateSkybox(resourceId: Int): Unit
        open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
        open fun updateSkybox(bitmaps: Array<Bitmap>): Unit
      open class Scene
        Module Contents Scene(renderer: Renderer)
        Scene(renderer: Renderer, type: GRAPH_TYPE)
        open fun addAndSwitchCamera(camera: Camera): Boolean
        open fun addCamera(camera: Camera): Boolean
        open fun addCameras(cameras: MutableCollection<Camera>): Boolean
        open fun addChild(child: Object3D): Boolean
        open fun addChildAt(child: Object3D, index: Int): Boolean
        open fun addChildren(children: MutableCollection<Object3D>): Boolean
        open fun addLight(light: ALight): Boolean
        open fun addPlugin(plugin: Plugin): Boolean
        open fun addPlugins(plugins: MutableCollection<Plugin>): Boolean
        open fun alwaysClearColorBuffer(value: Boolean): Unit
        open fun alwaysClearColorBuffer(): Boolean
        open fun clearAnimations(): Boolean
        open fun clearCameras(): Boolean
        open fun clearChildren(): Boolean
        open fun clearFrameCallbacks(): Boolean
        open fun clearLights(): Boolean
        open fun clearPlugins(): Boolean
        open fun destroyScene(): Unit
        open fun displaySceneGraph(display: Boolean): Unit
        open fun getBackgroundColor(): Int
        open fun getCamera(): Camera
        open fun getCamera(camera: Int): Camera
        open fun getCameraCount(): Int
        open fun getCamerasCopy(): ArrayList<Camera>
        open fun getChildrenCopy(): ArrayList<Object3D>
        open fun getLights(): MutableList<ALight>
        open fun getLightsCopy(): ArrayList<ALight>
        open fun getNumChildren(): Int
        open fun getNumLights(): Int
        open fun getNumObjects(): Int
        open fun getNumPlugins(): Int
        open fun getNumTriangles(): Int
        open fun getPluginsCopy(): ArrayList<IRendererPlugin>
        open fun getSceneMaxBound(): Vector3
        open fun getSceneMinBound(): Vector3
        open fun hasPickerInfo(): Boolean
        open fun initScene(): Unit
        open fun markLightingDirty(): Unit
        open fun registerAnimation(anim: Animation): Boolean
        open fun registerAnimations(anims: MutableCollection<Animation>): Boolean
        open fun registerFrameCallback(callback: ASceneFrameCallback): Boolean
        open fun reload(): Unit
        open fun removeCamera(camera: Camera): Boolean
        open fun removeChild(child: Object3D): Boolean
        open fun removeLight(light: ALight): Boolean
        open fun removePlugin(plugin: Plugin): Boolean
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget): Unit
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget, sceneMaterial: Material): Unit
        open fun replaceAndSwitchCamera(camera: Camera, location: Int): Boolean
        open fun replaceAndSwitchCamera(oldCamera: Camera, newCamera: Camera): Boolean
        open fun replaceAnimation(oldAnim: Animation, newAnim: Animation): Boolean
        open fun replaceCamera(camera: Camera, location: Int): Boolean
        open fun replaceCamera(oldCamera: Camera, newCamera: Camera): Boolean
        open fun replaceChild(child: Object3D, location: Int): Boolean
        open fun replaceChild(oldChild: Object3D, newChild: Object3D): Boolean
        open fun requestColorPicking(@NonNull pickerInfo: ColorPickerInfo): Unit
        open fun resetGLState(): Unit
        open fun setAntiAliasingConfig(config: ANTI_ALIASING_CONFIG): Unit
        open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun setBackgroundColor(color: Int): Unit
        open fun setFog(fogParams: FogParams): Unit
        open fun setShadowMapMaterial(material: ShadowMapMaterial): Unit
        open fun setSkybox(resourceId: Int): Boolean
        open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
        open fun setSkybox(bitmaps: Array<Bitmap>): Boolean
        open fun setSkybox(skybox: Cube, texture: ATexture): Boolean
        open fun switchCamera(camera: Camera): Unit
        open fun switchCamera(camera: Int): Unit
        open fun unregisterAnimation(anim: Animation): Boolean
        open fun unregisterFrameCallback(callback: ASceneFrameCallback): Boolean
        open fun updateProjectionMatrix(width: Int, height: Int): Unit
        open fun updateSkybox(resourceId: Int): Unit
        open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
        open fun updateSkybox(bitmaps: Array<Bitmap>): Unit
      open class SceneGraphBlock
        Module Contents SceneGraphBlock()
        var lookupName: String
        var parentID: Int
        open fun readGraphData(blockHeader: BlockHeader, awddis: AWDLittleEndianDataInputStream): Unit
        val transformMatrix: Matrix4
      open class SceneGraphBlock
        Module Contents SceneGraphBlock()
        var lookupName: String
        var parentID: Int
        open fun readGraphData(blockHeader: BlockHeader, awddis: AWDLittleEndianDataInputStream): Unit
        val transformMatrix: Matrix4
      open class ScreenGrab
        Module Contents ScreenGrab()
        open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap
        open static fun saveAsImage(width: Int, height: Int, path: String): Unit
        open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String, compressFormat: CompressFormat, quality: Int): Unit
      open class ScreenGrab
        Module Contents ScreenGrab()
        open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap
        open static fun saveAsImage(width: Int, height: Int, path: String): Unit
        open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String, compressFormat: CompressFormat, quality: Int): Unit
      open class ScreenQuad : Object3D
        Module Contents ScreenQuad()
        ScreenQuad(mapping: UVmapping)
        ScreenQuad(createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int)
        ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: UVmapping)
        class UVmapping
          Module Contents CCW
          CW
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setEffectPass(effectPass: EffectPass): Unit
      open class ScreenQuad : Object3D
        Module Contents ScreenQuad()
        ScreenQuad(mapping: UVmapping)
        ScreenQuad(createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int)
        ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: UVmapping)
        class UVmapping
          Module Contents CCW
          CW
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setEffectPass(effectPass: EffectPass): Unit
      open class SepiaPass : EffectPass
        Module Contents SepiaPass()
      open class SepiaPass : EffectPass
        Module Contents SepiaPass()
      open class ShadowEffect : APostProcessingEffect
        Module Contents ShadowEffect(scene: Scene, camera: Camera, light: DirectionalLight, shadowMapSize: Int)
        open fun initialize(renderer: Renderer): Unit
        open fun setShadowInfluence(influence: Float): Unit
      open class ShadowEffect : APostProcessingEffect
        Module Contents ShadowEffect(scene: Scene, camera: Camera, light: DirectionalLight, shadowMapSize: Int)
        open fun initialize(renderer: Renderer): Unit
        open fun setShadowInfluence(influence: Float): Unit
      open class ShadowMapMaterial : Material
        Module Contents ShadowMapMaterial()
        ShadowMapMaterial(camera: Camera, scene: Scene, light: DirectionalLight)
        open fun applyParams(): Unit
        open fun getMaterialPlugin(): ShadowMapMaterialPlugin
        open fun setCamera(camera: Camera): Unit
        open fun setCurrentObject(currentObject: Object3D): Unit
        open fun setLight(light: DirectionalLight): Unit
        open fun setScene(scene: Scene): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture): Unit
        open fun unsetCurrentObject(currentObject: Object3D): Unit
      open class ShadowMapMaterial : Material
        Module Contents ShadowMapMaterial()
        ShadowMapMaterial(camera: Camera, scene: Scene, light: DirectionalLight)
        open fun applyParams(): Unit
        open fun getMaterialPlugin(): ShadowMapMaterialPlugin
        open fun setCamera(camera: Camera): Unit
        open fun setCurrentObject(currentObject: Object3D): Unit
        open fun setLight(light: DirectionalLight): Unit
        open fun setScene(scene: Scene): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture): Unit
        open fun unsetCurrentObject(currentObject: Object3D): Unit
      open class ShadowMapMaterialPlugin : IMaterialPlugin
        Module Contents ShadowMapMaterialPlugin()
        ShadowMapMaterialPlugin(shadowInfluence: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setLightDirection(lightDirection: Vector3): Unit
        open fun setLightModelViewProjectionMatrix(lightModelViewProjectionMatrix: Matrix4): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture): Unit
        open fun unbindTextures(): Unit
      open class ShadowMapMaterialPlugin : IMaterialPlugin
        Module Contents ShadowMapMaterialPlugin()
        ShadowMapMaterialPlugin(shadowInfluence: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setLightDirection(lightDirection: Vector3): Unit
        open fun setLightModelViewProjectionMatrix(lightModelViewProjectionMatrix: Matrix4): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture): Unit
        open fun unbindTextures(): Unit
      open class ShadowPass : RenderPass
        Module Contents ShadowPass(shadowPassType: ShadowPassType, scene: Scene, camera: Camera, light: DirectionalLight, renderTarget: RenderTarget)
        class ShadowPassType
          Module Contents APPLY_SHADOW_MAP
          CREATE_SHADOW_MAP
        open fun getShadowMapMaterial(): ShadowMapMaterial
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial): Unit
      open class ShadowPass : RenderPass
        Module Contents ShadowPass(shadowPassType: ShadowPassType, scene: Scene, camera: Camera, light: DirectionalLight, renderTarget: RenderTarget)
        class ShadowPassType
          Module Contents APPLY_SHADOW_MAP
          CREATE_SHADOW_MAP
        open fun getShadowMapMaterial(): ShadowMapMaterial
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial): Unit
      abstract class SideBySideRenderer : Renderer
        Module Contents SideBySideRenderer(context: Context)
        SideBySideRenderer(context: Context, pupilDistance: Double)
        open fun getPupilDistance(): Double
        open fun initScene(): Unit
        open fun setCameraOrientation(cameraOrientation: Quaternion): Unit
        open fun setPupilDistance(pupilDistance: Double): Unit
        open fun setSensorOrientation(quaternion: FloatArray): Unit
      abstract class SideBySideRenderer : Renderer
        Module Contents SideBySideRenderer(context: Context)
        SideBySideRenderer(context: Context, pupilDistance: Double)
        open fun getPupilDistance(): Double
        open fun initScene(): Unit
        open fun setCameraOrientation(cameraOrientation: Quaternion): Unit
        open fun setPupilDistance(pupilDistance: Double): Unit
        open fun setSensorOrientation(quaternion: FloatArray): Unit
      open class SkeletalAnimationChildObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationChildObject3D()
        open class BoneVertex
          Module Contents BoneVertex()
          var normal: Vector3
          var numWeights: Int
          var textureCoordinate: Vector2
          var weightIndex: Int
        open class BoneWeight
          Module Contents BoneWeight()
          var jointIndex: Int
          var position: Vector3
          var weightValue: Float
        static val MAX_WEIGHTS_PER_VERTEX: Int
        var boneIndexes1: FloatArray
        var boneIndexes2: FloatArray
        var boneWeights1: FloatArray
        var boneWeights2: FloatArray
        open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D
        open fun getMaxBoneWeightsPerVertex(): Int
        open fun getNumJoints(): Int
        var mSkeleton: SkeletalAnimationObject3D
        open fun play(): Unit
        open fun prepareBoneWeightsAndIndices(): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setInverseZScale(value: Boolean): Unit
        open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
        open fun setShaderParams(camera: Camera): Unit
        open fun setSkeleton(skeleton: Object3D): Unit
        open fun setSkeletonMeshData(vertices: Array<BoneVertex>, weights: Array<BoneWeight>): Unit
        open fun setSkeletonMeshData(numVertices: Int, vertices: Array<BoneVertex>, numWeights: Int, weights: Array<BoneWeight>): Unit
      open class SkeletalAnimationChildObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationChildObject3D()
        open class BoneVertex
          Module Contents BoneVertex()
          var normal: Vector3
          var numWeights: Int
          var textureCoordinate: Vector2
          var weightIndex: Int
        open class BoneWeight
          Module Contents BoneWeight()
          var jointIndex: Int
          var position: Vector3
          var weightValue: Float
        static val MAX_WEIGHTS_PER_VERTEX: Int
        var boneIndexes1: FloatArray
        var boneIndexes2: FloatArray
        var boneWeights1: FloatArray
        var boneWeights2: FloatArray
        open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D
        open fun getMaxBoneWeightsPerVertex(): Int
        open fun getNumJoints(): Int
        var mSkeleton: SkeletalAnimationObject3D
        open fun play(): Unit
        open fun prepareBoneWeightsAndIndices(): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setInverseZScale(value: Boolean): Unit
        open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
        open fun setShaderParams(camera: Camera): Unit
        open fun setSkeleton(skeleton: Object3D): Unit
        open fun setSkeletonMeshData(vertices: Array<BoneVertex>, weights: Array<BoneWeight>): Unit
        open fun setSkeletonMeshData(numVertices: Int, vertices: Array<BoneVertex>, numWeights: Int, weights: Array<BoneWeight>): Unit
      open class SkeletalAnimationFrame : IAnimationFrame
        Module Contents SkeletalAnimationFrame()
        open class Skeleton
          Module Contents Skeleton()
          open fun getJoint(index: Int): SkeletonJoint
          open fun getJoints(): Array<SkeletonJoint>
          open fun setJoint(index: Int, joint: SkeletonJoint): Unit
          open fun setJoints(joints: Array<SkeletonJoint>): Unit
        open class SkeletonJoint
          Module Contents SkeletonJoint()
          SkeletonJoint(other: SkeletonJoint)
          open fun copyAllFrom(otherJoint: SkeletonJoint): Unit
          open fun getFlags(): Int
          open fun getIndex(): Int
          open fun getMatrix(): DoubleArray
          open fun getName(): String
          open fun getOrientation(): Quaternion
          open fun getParentIndex(): Int
          open fun getPosition(): Vector3
          open fun getStartIndex(): Int
          open fun setFlags(flags: Int): Unit
          open fun setIndex(index: Int): Unit
          open fun setMatrix(values: DoubleArray): Unit
          open fun setName(name: String): Unit
          open fun setOrientation(x: Double, y: Double, z: Double): Unit
          open fun setOrientation(w: Double, x: Double, y: Double, z: Double): Unit
          open fun setParentIndex(parentIndex: Int): Unit
          open fun setPosition(x: Double, y: Double, z: Double): Unit
          open fun setPosition(position: Vector3): Unit
          open fun setStartIndex(startIndex: Int): Unit
          open fun toString(): String
        open fun getBoundingBox(): BoundingBox
        open fun getFrameIndex(): Int
        open fun getGeometry(): Geometry3D
        open fun getName(): String
        open fun getSkeleton(): Skeleton
        open fun setBounds(min: Vector3, max: Vector3): Unit
        open fun setFrameIndex(index: Int): Unit
        open fun setGeometry(geometry: Geometry3D): Unit
        open fun setName(name: String): Unit
      open class SkeletalAnimationFrame : IAnimationFrame
        Module Contents SkeletalAnimationFrame()
        open class Skeleton
          Module Contents Skeleton()
          open fun getJoint(index: Int): SkeletonJoint
          open fun getJoints(): Array<SkeletonJoint>
          open fun setJoint(index: Int, joint: SkeletonJoint): Unit
          open fun setJoints(joints: Array<SkeletonJoint>): Unit
        open class SkeletonJoint
          Module Contents SkeletonJoint()
          SkeletonJoint(other: SkeletonJoint)
          open fun copyAllFrom(otherJoint: SkeletonJoint): Unit
          open fun getFlags(): Int
          open fun getIndex(): Int
          open fun getMatrix(): DoubleArray
          open fun getName(): String
          open fun getOrientation(): Quaternion
          open fun getParentIndex(): Int
          open fun getPosition(): Vector3
          open fun getStartIndex(): Int
          open fun setFlags(flags: Int): Unit
          open fun setIndex(index: Int): Unit
          open fun setMatrix(values: DoubleArray): Unit
          open fun setName(name: String): Unit
          open fun setOrientation(x: Double, y: Double, z: Double): Unit
          open fun setOrientation(w: Double, x: Double, y: Double, z: Double): Unit
          open fun setParentIndex(parentIndex: Int): Unit
          open fun setPosition(x: Double, y: Double, z: Double): Unit
          open fun setPosition(position: Vector3): Unit
          open fun setStartIndex(startIndex: Int): Unit
          open fun toString(): String
        open fun getBoundingBox(): BoundingBox
        open fun getFrameIndex(): Int
        open fun getGeometry(): Geometry3D
        open fun getName(): String
        open fun getSkeleton(): Skeleton
        open fun setBounds(min: Vector3, max: Vector3): Unit
        open fun setFrameIndex(index: Int): Unit
        open fun setGeometry(geometry: Geometry3D): Unit
        open fun setName(name: String): Unit
      open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
        Module Contents SkeletalAnimationMaterialPlugin(numJoints: Int, numVertexWeights: Int)
        class SkeletalAnimationShaderVar : IGlobalShaderVar
          Module Contents A_BONE_INDEX1
          A_BONE_INDEX2
          A_BONE_WEIGHT1
          A_BONE_WEIGHT2
          G_BONE_TRANSF_MATRIX
          U_BONE_MATRIX
          fun getDataType(): DataType
          fun getVarString(): String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray): Unit
        open fun unbindTextures(): Unit
      open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
        Module Contents SkeletalAnimationMaterialPlugin(numJoints: Int, numVertexWeights: Int)
        class SkeletalAnimationShaderVar : IGlobalShaderVar
          Module Contents A_BONE_INDEX1
          A_BONE_INDEX2
          A_BONE_WEIGHT1
          A_BONE_WEIGHT2
          G_BONE_TRANSF_MATRIX
          U_BONE_MATRIX
          fun getDataType(): DataType
          fun getVarString(): String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray): Unit
        open fun unbindTextures(): Unit
      open class SkeletalAnimationObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationObject3D()
        open class SkeletalAnimationException : Exception
          Module Contents SkeletalAnimationException()
          SkeletalAnimationException(msg: String)
          SkeletalAnimationException(throwable: Throwable)
          SkeletalAnimationException(msg: String, throwable: Throwable)
        open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D
        open fun destroy(): Unit
        open fun getAnimationSequence(index: Int): SkeletalAnimationSequence
        open fun getAnimationSequence(name: String): SkeletalAnimationSequence
        open fun getAnimationSequence(): SkeletalAnimationSequence
        open fun getAnimationSequences(): Array<SkeletalAnimationSequence>
        open fun getJoint(index: Int): SkeletonJoint
        open fun getJoints(): Array<SkeletonJoint>
        var mBoneMatricesBufferInfo: BufferInfo
        var mInverseBindPoseMatrix: Array<DoubleArray>
        open fun play(): Unit
        open fun reload(): Unit
        open fun render(camera: Camera, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setAllBindPoseMatrices(bp: DoubleArray, invbp: Array<DoubleArray>): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
        open fun setAnimationSequence(name: String): Boolean
        open fun setAnimationSequence(index: Int): Boolean
        open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence>): Unit
        open fun setBindPoseMatrices(bp: DoubleArray): Unit
        open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray>): Unit
        open fun setJoints(joints: Array<SkeletonJoint>): Unit
        open fun setJointsWithBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
        open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
        open fun setShaderParams(camera: Camera): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int, interpolator: Interpolator): Unit
        open fun transitionToAnimationSequence(name: String, duration: Int): Boolean
        open fun transitionToAnimationSequence(name: String, duration: Int, interpolator: Interpolator): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator): Boolean
        var uBoneMatrix: DoubleArray
      open class SkeletalAnimationObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationObject3D()
        open class SkeletalAnimationException : Exception
          Module Contents SkeletalAnimationException()
          SkeletalAnimationException(msg: String)
          SkeletalAnimationException(throwable: Throwable)
          SkeletalAnimationException(msg: String, throwable: Throwable)
        open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D
        open fun destroy(): Unit
        open fun getAnimationSequence(index: Int): SkeletalAnimationSequence
        open fun getAnimationSequence(name: String): SkeletalAnimationSequence
        open fun getAnimationSequence(): SkeletalAnimationSequence
        open fun getAnimationSequences(): Array<SkeletalAnimationSequence>
        open fun getJoint(index: Int): SkeletonJoint
        open fun getJoints(): Array<SkeletonJoint>
        var mBoneMatricesBufferInfo: BufferInfo
        var mInverseBindPoseMatrix: Array<DoubleArray>
        open fun play(): Unit
        open fun reload(): Unit
        open fun render(camera: Camera, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setAllBindPoseMatrices(bp: DoubleArray, invbp: Array<DoubleArray>): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
        open fun setAnimationSequence(name: String): Boolean
        open fun setAnimationSequence(index: Int): Boolean
        open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence>): Unit
        open fun setBindPoseMatrices(bp: DoubleArray): Unit
        open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray>): Unit
        open fun setJoints(joints: Array<SkeletonJoint>): Unit
        open fun setJointsWithBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
        open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
        open fun setShaderParams(camera: Camera): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int, interpolator: Interpolator): Unit
        open fun transitionToAnimationSequence(name: String, duration: Int): Boolean
        open fun transitionToAnimationSequence(name: String, duration: Int, interpolator: Interpolator): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator): Boolean
        var uBoneMatrix: DoubleArray
      open class SkeletalAnimationSequence : IAnimationSequence
        Module Contents SkeletalAnimationSequence(name: String)
        open fun blendWith(otherSequence: SkeletalAnimationSequence, blendFactor: Double): Unit
        open fun getFrame(index: Int): SkeletalAnimationFrame
        open fun getFrameData(): DoubleArray
        open fun getFrameRate(): Int
        open fun getFrames(): Array<SkeletalAnimationFrame>
        open fun getName(): String
        open fun getNumFrames(): Int
        open fun setFrameData(frameData: DoubleArray): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrames(frames: Array<SkeletalAnimationFrame>): Unit
        open fun setName(name: String): Unit
        open fun setNumFrames(numFrames: Int): Unit
      open class SkeletalAnimationSequence : IAnimationSequence
        Module Contents SkeletalAnimationSequence(name: String)
        open fun blendWith(otherSequence: SkeletalAnimationSequence, blendFactor: Double): Unit
        open fun getFrame(index: Int): SkeletalAnimationFrame
        open fun getFrameData(): DoubleArray
        open fun getFrameRate(): Int
        open fun getFrames(): Array<SkeletalAnimationFrame>
        open fun getName(): String
        open fun getNumFrames(): Int
        open fun setFrameData(frameData: DoubleArray): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrames(frames: Array<SkeletalAnimationFrame>): Unit
        open fun setName(name: String): Unit
        open fun setNumFrames(numFrames: Int): Unit
      open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents SkeletalAnimationVertexShaderFragment(numJoints: Int, numVertexWeights: Int)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents SkeletalAnimationVertexShaderFragment(numJoints: Int, numVertexWeights: Int)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents SkyTextureFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents SkyTextureFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class SlerpAnimation3D : Animation3D
        Module Contents SlerpAnimation3D(from: Vector3, to: Vector3)
      open class SlerpAnimation3D : Animation3D
        Module Contents SlerpAnimation3D(from: Vector3, to: Vector3)
      open class SobelPass : EffectPass
        Module Contents SobelPass(x: Float, y: Float)
        open fun setGrid(x: Float, y: Float): Unit
        open fun setShaderParams(): Unit
      open class SobelPass : EffectPass
        Module Contents SobelPass(x: Float, y: Float)
        open fun setGrid(x: Float, y: Float): Unit
        open fun setShaderParams(): Unit
      open class SpecularMapTexture : ASingleTexture
        Module Contents SpecularMapTexture(other: SpecularMapTexture)
        SpecularMapTexture(textureName: String)
        SpecularMapTexture(textureName: String, resourceId: Int)
        SpecularMapTexture(textureName: String, bitmap: Bitmap)
        SpecularMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): SpecularMapTexture
      open class SpecularMapTexture : ASingleTexture
        Module Contents SpecularMapTexture(other: SpecularMapTexture)
        SpecularMapTexture(textureName: String)
        SpecularMapTexture(textureName: String, resourceId: Int)
        SpecularMapTexture(textureName: String, bitmap: Bitmap)
        SpecularMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): SpecularMapTexture
      abstract class SpecularMethod
        Module Contents SpecularMethod()
        class Phong : ISpecularMethod
          Module Contents Phong()
          Phong(specularColor: Int)
          Phong(specularColor: Int, shininess: Float)
          Phong(specularColor: Int, shininess: Float, intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getIntensity(): Float
          fun getShininess(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight>): Unit
          fun setShininess(shininess: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture>): Unit
        class SpecularShaderVar : IGlobalShaderVar
          Module Contents U_SHININESS
          U_SPECULAR_COLOR
          U_SPECULAR_INTENSITY
          fun getDataType(): DataType
          fun getVarString(): String
      abstract class SpecularMethod
        Module Contents SpecularMethod()
        class Phong : ISpecularMethod
          Module Contents Phong()
          Phong(specularColor: Int)
          Phong(specularColor: Int, shininess: Float)
          Phong(specularColor: Int, shininess: Float, intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getIntensity(): Float
          fun getShininess(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight>): Unit
          fun setShininess(shininess: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture>): Unit
        class SpecularShaderVar : IGlobalShaderVar
          Module Contents U_SHININESS
          U_SPECULAR_COLOR
          U_SPECULAR_INTENSITY
          fun getDataType(): DataType
          fun getVarString(): String
      open class Sphere : Object3D
        Module Contents Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
      open class Sphere : Object3D
        Module Contents Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
      open class SphereMapTexture : ASingleTexture
        Module Contents SphereMapTexture(other: SphereMapTexture)
        SphereMapTexture(textureName: String)
        SphereMapTexture(textureName: String, resourceId: Int)
        SphereMapTexture(textureName: String, bitmap: Bitmap)
        SphereMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): SphereMapTexture
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class SphereMapTexture : ASingleTexture
        Module Contents SphereMapTexture(other: SphereMapTexture)
        SphereMapTexture(textureName: String)
        SphereMapTexture(textureName: String, resourceId: Int)
        SphereMapTexture(textureName: String, bitmap: Bitmap)
        SphereMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): SphereMapTexture
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class SplineTranslateAnimation3D : Animation3D
        Module Contents SplineTranslateAnimation3D(splinePath: ICurve3D)
        open fun getLookAt(): ATransformable3D
        open fun getOrientToPath(): Boolean
        open fun getUpAxis(): Vector3
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setLookAt(target: ATransformable3D): Unit
        open fun setLookAt(target: ATransformable3D, up: Vector3): Unit
        open fun setLookAt(target: ATransformable3D, up: Axis): Unit
        open fun setOrientToPath(orientToPath: Boolean): Unit
      open class SplineTranslateAnimation3D : Animation3D
        Module Contents SplineTranslateAnimation3D(splinePath: ICurve3D)
        open fun getLookAt(): ATransformable3D
        open fun getOrientToPath(): Boolean
        open fun getUpAxis(): Vector3
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setLookAt(target: ATransformable3D): Unit
        open fun setLookAt(target: ATransformable3D, up: Vector3): Unit
        open fun setLookAt(target: ATransformable3D, up: Axis): Unit
        open fun setOrientToPath(orientToPath: Boolean): Unit
      open class SpotLight : DirectionalLight
        Module Contents SpotLight()
        SpotLight(xDir: Float, yDir: Float, zDir: Float)
        open fun getAttenuation(): FloatArray
        open fun getCutoffAngle(): Float
        open fun getFalloff(): Float
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
        open fun setCutoffAngle(cutoffAng: Float): Unit
        open fun setFalloff(falloff: Float): Unit
      open class SpotLight : DirectionalLight
        Module Contents SpotLight()
        SpotLight(xDir: Float, yDir: Float, zDir: Float)
        open fun getAttenuation(): FloatArray
        open fun getCutoffAngle(): Float
        open fun getFalloff(): Float
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
        open fun setCutoffAngle(cutoffAng: Float): Unit
        open fun setFalloff(falloff: Float): Unit
      open class SpriteSheetMaterialPlugin : IMaterialPlugin
        Module Contents SpriteSheetMaterialPlugin(numTilesX: Int, numTilesY: Int, fps: Float, numFrames: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun pause(): Unit
        open fun play(): Unit
        open fun unbindTextures(): Unit
      open class SpriteSheetMaterialPlugin : IMaterialPlugin
        Module Contents SpriteSheetMaterialPlugin(numTilesX: Int, numTilesY: Int, fps: Float, numFrames: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun pause(): Unit
        open fun play(): Unit
        open fun unbindTextures(): Unit
      open class SquareTerrain : Terrain
        Module Contents open class Parameters
          Module Contents open fun getBasecolor(): Int
          open fun getColorMapBitmap(): Bitmap
          open fun getDivisions(): Int
          open fun getHeightMapBitmap(): Bitmap
          open fun getMaxTemp(value: Double): Double
          open fun getMiddleColor(): Int
          open fun getMinTemp(): Double
          open fun getScale(): Vector3
          open fun getTextureMult(): Double
          open fun getUpColor(): Int
          open fun setBasecolor(value: Int): Unit
          open fun setColorMapBitmap(value: Bitmap): Unit
          open fun setDivisions(value: Int): Unit
          open fun setMaxTemp(value: Double): Unit
          open fun setMiddleColor(value: Int): Unit
          open fun setMinTemp(value: Double): Unit
          open fun setScale(sx: Double, sy: Double, sz: Double): Unit
          open fun setTextureMult(value: Double): Unit
          open fun setUpColor(value: Int): Unit
        open fun contains(x: Double, z: Double): Boolean
        open static fun createParameters(hMapBitmap: Bitmap): Parameters
        open fun getAltitude(x: Double, z: Double): Double
        open fun getDivisions(): Int
        open fun getExtensionX(): Double
        open fun getExtensionZ(): Double
        open fun getHeights(): Array<DoubleArray>
        open fun getMaxAltitude(): Double
        open fun getMaxTemperature(): Double
        open fun getMinAltitude(): Double
        open fun getMinTemperature(): Double
        open fun getNormalAt(x: Double, z: Double, normal: Vector3): Unit
        open fun getPercAltitude(i: Int, j: Int): Double
        open fun getTemperature(x: Double, z: Double): Double
        open fun setScale(scale: Double): ATransformable3D
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
        open fun setScaleX(scaleX: Double): ATransformable3D
        open fun setScaleY(scaleY: Double): ATransformable3D
        open fun setScaleZ(scaleZ: Double): ATransformable3D
      open class SquareTerrain : Terrain
        Module Contents open class Parameters
          Module Contents open fun getBasecolor(): Int
          open fun getColorMapBitmap(): Bitmap
          open fun getDivisions(): Int
          open fun getHeightMapBitmap(): Bitmap
          open fun getMaxTemp(value: Double): Double
          open fun getMiddleColor(): Int
          open fun getMinTemp(): Double
          open fun getScale(): Vector3
          open fun getTextureMult(): Double
          open fun getUpColor(): Int
          open fun setBasecolor(value: Int): Unit
          open fun setColorMapBitmap(value: Bitmap): Unit
          open fun setDivisions(value: Int): Unit
          open fun setMaxTemp(value: Double): Unit
          open fun setMiddleColor(value: Int): Unit
          open fun setMinTemp(value: Double): Unit
          open fun setScale(sx: Double, sy: Double, sz: Double): Unit
          open fun setTextureMult(value: Double): Unit
          open fun setUpColor(value: Int): Unit
        open fun contains(x: Double, z: Double): Boolean
        open static fun createParameters(hMapBitmap: Bitmap): Parameters
        open fun getAltitude(x: Double, z: Double): Double
        open fun getDivisions(): Int
        open fun getExtensionX(): Double
        open fun getExtensionZ(): Double
        open fun getHeights(): Array<DoubleArray>
        open fun getMaxAltitude(): Double
        open fun getMaxTemperature(): Double
        open fun getMinAltitude(): Double
        open fun getMinTemperature(): Double
        open fun getNormalAt(x: Double, z: Double, normal: Vector3): Unit
        open fun getPercAltitude(i: Int, j: Int): Double
        open fun getTemperature(x: Double, z: Double): Double
        open fun setScale(scale: Double): ATransformable3D
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
        open fun setScaleX(scaleX: Double): ATransformable3D
        open fun setScaleY(scaleY: Double): ATransformable3D
        open fun setScaleZ(scaleZ: Double): ATransformable3D
      open class StreamingTexture : ATexture
        Module Contents StreamingTexture(textureName: String, mediaPlayer: MediaPlayer)
        StreamingTexture(textureName: String, camera: Camera, onFrameAvailableListener: OnFrameAvailableListener)
        StreamingTexture(textureName: String, listener: ISurfaceListener)
        StreamingTexture(other: StreamingTexture)
        interface ISurfaceListener
          Module Contents abstract fun setSurface(surface: Surface): Unit
        open fun clone(): StreamingTexture
        open fun getSurfaceTexture(): SurfaceTexture
        open fun update(): Unit
        open fun updateMediaPlayer(mediaPlayer: MediaPlayer): Unit
      open class StreamingTexture : ATexture
        Module Contents StreamingTexture(textureName: String, mediaPlayer: MediaPlayer)
        StreamingTexture(textureName: String, camera: Camera, onFrameAvailableListener: OnFrameAvailableListener)
        StreamingTexture(textureName: String, listener: ISurfaceListener)
        StreamingTexture(other: StreamingTexture)
        interface ISurfaceListener
          Module Contents abstract fun setSurface(surface: Surface): Unit
        open fun clone(): StreamingTexture
        open fun getSurfaceTexture(): SurfaceTexture
        open fun update(): Unit
        open fun updateMediaPlayer(mediaPlayer: MediaPlayer): Unit
      abstract class SubRenderer
        Module Contents SubRenderer(renderer: Renderer)
        open fun doRender(): Unit
        open fun getCurrentCamera(): Camera
        open fun getCurrentScene(): Scene
        abstract fun initScene(): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
      abstract class SubRenderer
        Module Contents SubRenderer(renderer: Renderer)
        open fun doRender(): Unit
        open fun getCurrentCamera(): Camera
        open fun getCurrentScene(): Scene
        abstract fun initScene(): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
      open class SurfaceView : GLSurfaceView, ISurface
        Module Contents SurfaceView(context: Context)
        SurfaceView(context: Context, attrs: AttributeSet)
        open fun getRenderMode(): Int
        open fun onPause(): Unit
        open fun onResume(): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      open class SurfaceView : GLSurfaceView, ISurface
        Module Contents SurfaceView(context: Context)
        SurfaceView(context: Context, attrs: AttributeSet)
        open fun getRenderMode(): Int
        open fun onPause(): Unit
        open fun onResume(): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      open class Terrain : Object3D
        Module Contents Terrain()
      open class Terrain : Object3D
        Module Contents Terrain()
      open class TerrainGenerator
        Module Contents TerrainGenerator()
        open static fun createSquareTerrainFromBitmap(prs: Parameters, createVBOs: Boolean): SquareTerrain
      open class TerrainGenerator
        Module Contents TerrainGenerator()
        open static fun createSquareTerrainFromBitmap(prs: Parameters, createVBOs: Boolean): SquareTerrain
      open class Texture : ASingleTexture
        Module Contents Texture(other: Texture)
        Texture(textureName: String)
        Texture(textureName: String, resourceId: Int)
        Texture(textureName: String, bitmap: Bitmap)
        Texture(textureName: String, atlas: TextureAtlas)
        Texture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): Texture
      open class Texture : ASingleTexture
        Module Contents Texture(other: Texture)
        Texture(textureName: String)
        Texture(textureName: String, resourceId: Int)
        Texture(textureName: String, bitmap: Bitmap)
        Texture(textureName: String, atlas: TextureAtlas)
        Texture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): Texture
      open class TextureAtlas
        Module Contents TextureAtlas(width: Int, height: Int, usesCompression: Boolean)
        open fun getHeight(): Float
        open fun getPages(): Array<Bitmap>
        open fun getTileNamed(name: String): Tile
        open fun getTiles(): Array<Tile>
        open fun getUsesCompression(): Boolean
        open fun getWidth(): Float
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Float): Unit
      open class TextureAtlas
        Module Contents TextureAtlas(width: Int, height: Int, usesCompression: Boolean)
        open fun getHeight(): Float
        open fun getPages(): Array<Bitmap>
        open fun getTileNamed(name: String): Tile
        open fun getTiles(): Array<Tile>
        open fun getUsesCompression(): Boolean
        open fun getWidth(): Float
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Float): Unit
      class TextureManager : AResourceManager
        Module Contents fun addTexture(texture: ATexture): ATexture
        static fun getInstance(): TextureManager
        fun getTextureCount(): Int
        fun reload(): Unit
        fun removeTexture(texture: ATexture): Unit
        fun removeTextures(textures: MutableList<ATexture>): Unit
        fun replaceTexture(texture: ATexture): Unit
        fun reset(): Unit
        fun taskAdd(texture: ATexture): Unit
        fun taskReload(): Unit
        fun taskRemove(texture: ATexture): Unit
        fun taskReplace(texture: ATexture): Unit
        fun taskReset(): Unit
        fun taskReset(renderer: Renderer): Unit
        fun taskResizeRenderTarget(renderTargetTexture: RenderTargetTexture): Unit
      class TextureManager : AResourceManager
        Module Contents fun addTexture(texture: ATexture): ATexture
        static fun getInstance(): TextureManager
        fun getTextureCount(): Int
        fun reload(): Unit
        fun removeTexture(texture: ATexture): Unit
        fun removeTextures(textures: MutableList<ATexture>): Unit
        fun replaceTexture(texture: ATexture): Unit
        fun reset(): Unit
        fun taskAdd(texture: ATexture): Unit
        fun taskReload(): Unit
        fun taskRemove(texture: ATexture): Unit
        fun taskReplace(texture: ATexture): Unit
        fun taskReset(): Unit
        fun taskReset(renderer: Renderer): Unit
        fun taskResizeRenderTarget(renderTargetTexture: RenderTargetTexture): Unit
      open class TexturePacker
        Module Contents TexturePacker(context: Context)
        open class Tile
          Module Contents open fun getPage(): Bitmap
          var height: Int
          var name: String
          var stream: InputStream
          var width: Int
          var x: Int
          var y: Int
        open fun packTexturesFromAssets(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, subDir: String): TextureAtlas
        open fun packTexturesFromResources(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, resourceIDs: IntArray): TextureAtlas
      open class TexturePacker
        Module Contents TexturePacker(context: Context)
        open class Tile
          Module Contents open fun getPage(): Bitmap
          var height: Int
          var name: String
          var stream: InputStream
          var width: Int
          var x: Int
          var y: Int
        open fun packTexturesFromAssets(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, subDir: String): TextureAtlas
        open fun packTexturesFromResources(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, resourceIDs: IntArray): TextureAtlas
      open class TextureView : TextureView, ISurface
        Module Contents TextureView(context: Context, attrs: AttributeSet? = null, defStyleAttr: Int = 0)
        abstract class BaseConfigChooser : IRajawaliEglConfigChooser
          Module Contents BaseConfigChooser(textureView: TextureView, requestedConfigSpec: IntArray)
          open fun chooseConfig(egl: EGL10, display: EGLDisplay): EGLConfig
          protected val textureView: TextureView
        open class ComponentSizeChooser : BaseConfigChooser
          Module Contents ComponentSizeChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int, textureView: TextureView)
          protected var alphaSize: Int
          protected var blueSize: Int
          open fun chooseConfig(egl: EGL10, display: EGLDisplay, configs: Array<EGLConfig>): EGLConfig?
          open fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
          protected var depthSize: Int
          protected var greenSize: Int
          protected var redSize: Int
          protected var stencilSize: Int
        protected class RendererDelegate : SurfaceTextureListener
          Module Contents RendererDelegate(renderer: ISurfaceRenderer, rajawaliTextureView: TextureView)
          fun onSurfaceTextureAvailable(surface: SurfaceTexture, width: Int, height: Int): Unit
          fun onSurfaceTextureDestroyed(surface: SurfaceTexture): Boolean
          fun onSurfaceTextureSizeChanged(surface: SurfaceTexture, width: Int, height: Int): Unit
          fun onSurfaceTextureUpdated(surface: SurfaceTexture): Unit
        protected var antiAliasingConfig: ANTI_ALIASING_CONFIG
        protected var bitsAlpha: Int
        protected var bitsBlue: Int
        protected var bitsDepth: Int
        protected var bitsGreen: Int
        protected var bitsRed: Int
        protected open fun finalize(): Unit
        protected var frameRateTexture: Double
        open fun getRenderMode(): Int
        protected var mRenderMode: Int
        protected var multiSampleCount: Int
        protected open fun onAttachedToWindow(): Unit
        protected open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View, visibility: Int): Unit
        var preserveEGLContextOnPause: Boolean
        open fun queueEvent(runnable: Runnable): Unit
        protected var renderModeInternal: Int
        protected var rendererDelegate: RendererDelegate?
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setEGLConfigChooser(configChooser: IRajawaliEglConfigChooser): Unit
        open fun setEGLConfigChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int): Unit
        open fun setEGLContextClientVersion(version: Int): Unit
        open fun setEGLContextFactory(factory: EGLContextFactory): Unit
        open fun setEGLWindowSurfaceFactory(factory: EGLWindowSurfaceFactory): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
      open class ThreeDcTexture : ACompressedTexture
        Module Contents ThreeDcTexture(other: ThreeDcTexture)
        ThreeDcTexture(textureName: String, byteBuffer: ByteBuffer, threeDcFormat: ThreeDcFormat)
        ThreeDcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, threeDcFormat: ThreeDcFormat)
        class ThreeDcFormat
          Module Contents X
          XY
        open fun clone(): ThreeDcTexture
        open fun getThreeDcFormat(): ThreeDcFormat
        open fun setFrom(other: ThreeDcTexture): Unit
        open fun setThreeDcFormat(mThreeDcFormat: ThreeDcFormat): Unit
      open class ThreeDcTexture : ACompressedTexture
        Module Contents ThreeDcTexture(other: ThreeDcTexture)
        ThreeDcTexture(textureName: String, byteBuffer: ByteBuffer, threeDcFormat: ThreeDcFormat)
        ThreeDcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, threeDcFormat: ThreeDcFormat)
        class ThreeDcFormat
          Module Contents X
          XY
        open fun clone(): ThreeDcTexture
        open fun getThreeDcFormat(): ThreeDcFormat
        open fun setFrom(other: ThreeDcTexture): Unit
        open fun setThreeDcFormat(mThreeDcFormat: ThreeDcFormat): Unit
      open class ToonFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ToonFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        class ToonShaderVar : IGlobalShaderVar
          Module Contents U_TOON_COLOR0
          U_TOON_COLOR1
          U_TOON_COLOR2
          U_TOON_COLOR3
          fun getDataType(): DataType
          fun getVarString(): String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setToonColors(toonColor0: FloatArray, toonColor1: FloatArray, toonColor2: FloatArray, toonColor3: FloatArray): Unit
        open fun unbindTextures(): Unit
      open class ToonFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ToonFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        class ToonShaderVar : IGlobalShaderVar
          Module Contents U_TOON_COLOR0
          U_TOON_COLOR1
          U_TOON_COLOR2
          U_TOON_COLOR3
          fun getDataType(): DataType
          fun getVarString(): String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setToonColors(toonColor0: FloatArray, toonColor1: FloatArray, toonColor2: FloatArray, toonColor3: FloatArray): Unit
        open fun unbindTextures(): Unit
      open class Torus : Object3D
        Module Contents Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int)
        Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Torus : Object3D
        Module Contents Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int)
        Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class TranslateAnimation3D : Animation3D
        Module Contents TranslateAnimation3D(toPosition: Vector3)
        TranslateAnimation3D(fromPosition: Vector3, toPosition: Vector3)
      open class TranslateAnimation3D : Animation3D
        Module Contents TranslateAnimation3D(toPosition: Vector3)
        TranslateAnimation3D(fromPosition: Vector3, toPosition: Vector3)
      open class VRActivity : CardboardActivity
        Module Contents VRActivity()
        open fun getSurfaceView(): CardboardView
        open fun onCreate(savedInstanceState: Bundle): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
      abstract class VRRenderer : Renderer, StereoRenderer
        Module Contents VRRenderer(context: Context)
        open fun isLookingAtObject(target: Object3D): Boolean
        open fun isLookingAtObject(target: Object3D, maxAngle: Float): Boolean
        open fun onDrawEye(eye: Eye): Unit
        open fun onFinishFrame(viewport: Viewport): Unit
        open fun onNewFrame(headTransform: HeadTransform): Unit
        open fun onRendererShutdown(): Unit
        open fun onSurfaceChanged(width: Int, height: Int): Unit
        open fun onSurfaceCreated(eglConfig: EGLConfig): Unit
      open class VRSurfaceView : CardboardView, ISurface
        Module Contents VRSurfaceView(context: Context)
        VRSurfaceView(context: Context, attrs: AttributeSet)
        open fun getRenderMode(): Int
        open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      open class Vector2
        Module Contents Vector2()
        Vector2(x: Double, y: Double)
        Vector2(vals: Array<String>)
        open fun getX(): Double
        open fun getY(): Double
        open fun setAll(x: Double, y: Double): Unit
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
      open class Vector2
        Module Contents Vector2()
        Vector2(x: Double, y: Double)
        Vector2(vals: Array<String>)
        open fun getX(): Double
        open fun getY(): Double
        open fun setAll(x: Double, y: Double): Unit
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
      open class Vector3 : Cloneable
        Module Contents Vector3()
        Vector3(from: Double)
        Vector3(@NonNull from: Vector3)
        Vector3(@NonNull values: Array<String>)
        Vector3(@NonNull values: DoubleArray)
        Vector3(x: Double, y: Double, z: Double)
        class Axis
          Module Contents X
          Y
          Z
        @NonNull static val NEG_X: Vector3
        @NonNull static val NEG_Y: Vector3
        @NonNull static val NEG_Z: Vector3
        @NonNull static val ONE: Vector3
        @NonNull static val X: Vector3
        @NonNull static val Y: Vector3
        @NonNull static val Z: Vector3
        @NonNull static val ZERO: Vector3
        @NonNull open fun absoluteValue(): Vector3
        @NonNull open fun add(@NonNull v: Vector3): Vector3
        @NonNull open fun add(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun add(value: Double): Vector3
        @NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun angle(@NonNull v: Vector3): Double
        @NonNull open fun clone(): Vector3
        @NonNull open fun cross(@NonNull v: Vector3): Vector3
        @NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
        @NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun distanceTo(@NonNull v: Vector3): Double
        open fun distanceTo(x: Double, y: Double, z: Double): Double
        open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun distanceTo2(@NonNull v: Vector3): Double
        open fun distanceTo2(x: Double, y: Double, z: Double): Double
        open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        @NonNull open fun divide(value: Double): Vector3
        @NonNull open fun divide(@NonNull v: Vector3): Vector3
        @NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun dot(@NonNull v: Vector3): Double
        open fun dot(x: Double, y: Double, z: Double): Double
        open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun equals(other: Any?): Boolean
        open fun equals(@NonNull obj: Vector3, error: Double): Boolean
        @NonNull open static fun getAxisVector(@NonNull axis: Axis): Vector3
        @NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
        @NonNull open fun inverse(): Vector3
        @NonNull open fun invertAndCreate(): Vector3
        open fun isUnit(): Boolean
        open fun isUnit(margin: Double): Boolean
        open fun isZero(): Boolean
        open fun isZero(margin: Double): Boolean
        open fun length(): Double
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun length(@NonNull v: Vector3): Double
        open fun length2(): Double
        open static fun length2(@NonNull v: Vector3): Double
        open static fun length2(x: Double, y: Double, z: Double): Double
        @NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
        @NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun multiply(value: Double): Vector3
        @NonNull open fun multiply(@NonNull v: Vector3): Vector3
        @NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
        @NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun normalize(): Double
        open static fun orthoNormalize(@NonNull vecs: Array<Vector3>): Unit
        open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
        @NonNull open fun project(@NonNull v: Vector3): Vector3
        @NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun project(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
        @NonNull open fun rotateX(angle: Double): Vector3
        @NonNull open fun rotateY(angle: Double): Vector3
        @NonNull open fun rotateZ(angle: Double): Vector3
        @NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
        @NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
        open fun setAll(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun setAll(@NonNull other: Vector3): Vector3
        @NonNull open fun setAll(@NonNull axis: Axis): Vector3
        @NonNull open fun subtract(@NonNull v: Vector3): Vector3
        @NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun subtract(value: Double): Vector3
        @NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun toArray(array: DoubleArray): DoubleArray
        @NonNull open fun toArray(): DoubleArray
        @NonNull open fun toString(): String
        var x: Double
        var y: Double
        var z: Double
      open class Vector3 : Cloneable
        Module Contents Vector3()
        Vector3(from: Double)
        Vector3(@NonNull from: Vector3)
        Vector3(@NonNull values: Array<String>)
        Vector3(@NonNull values: DoubleArray)
        Vector3(x: Double, y: Double, z: Double)
        class Axis
          Module Contents X
          Y
          Z
        @NonNull static val NEG_X: Vector3
        @NonNull static val NEG_Y: Vector3
        @NonNull static val NEG_Z: Vector3
        @NonNull static val ONE: Vector3
        @NonNull static val X: Vector3
        @NonNull static val Y: Vector3
        @NonNull static val Z: Vector3
        @NonNull static val ZERO: Vector3
        @NonNull open fun absoluteValue(): Vector3
        @NonNull open fun add(@NonNull v: Vector3): Vector3
        @NonNull open fun add(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun add(value: Double): Vector3
        @NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun angle(@NonNull v: Vector3): Double
        @NonNull open fun clone(): Vector3
        @NonNull open fun cross(@NonNull v: Vector3): Vector3
        @NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
        @NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun distanceTo(@NonNull v: Vector3): Double
        open fun distanceTo(x: Double, y: Double, z: Double): Double
        open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun distanceTo2(@NonNull v: Vector3): Double
        open fun distanceTo2(x: Double, y: Double, z: Double): Double
        open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        @NonNull open fun divide(value: Double): Vector3
        @NonNull open fun divide(@NonNull v: Vector3): Vector3
        @NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun dot(@NonNull v: Vector3): Double
        open fun dot(x: Double, y: Double, z: Double): Double
        open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun equals(other: Any?): Boolean
        open fun equals(@NonNull obj: Vector3, error: Double): Boolean
        @NonNull open static fun getAxisVector(@NonNull axis: Axis): Vector3
        @NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
        @NonNull open fun inverse(): Vector3
        @NonNull open fun invertAndCreate(): Vector3
        open fun isUnit(): Boolean
        open fun isUnit(margin: Double): Boolean
        open fun isZero(): Boolean
        open fun isZero(margin: Double): Boolean
        open fun length(): Double
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun length(@NonNull v: Vector3): Double
        open fun length2(): Double
        open static fun length2(@NonNull v: Vector3): Double
        open static fun length2(x: Double, y: Double, z: Double): Double
        @NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
        @NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun multiply(value: Double): Vector3
        @NonNull open fun multiply(@NonNull v: Vector3): Vector3
        @NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
        @NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun normalize(): Double
        open static fun orthoNormalize(@NonNull vecs: Array<Vector3>): Unit
        open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
        @NonNull open fun project(@NonNull v: Vector3): Vector3
        @NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun project(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
        @NonNull open fun rotateX(angle: Double): Vector3
        @NonNull open fun rotateY(angle: Double): Vector3
        @NonNull open fun rotateZ(angle: Double): Vector3
        @NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
        @NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
        open fun setAll(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun setAll(@NonNull other: Vector3): Vector3
        @NonNull open fun setAll(@NonNull axis: Axis): Vector3
        @NonNull open fun subtract(@NonNull v: Vector3): Vector3
        @NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun subtract(value: Double): Vector3
        @NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun toArray(array: DoubleArray): DoubleArray
        @NonNull open fun toArray(): DoubleArray
        @NonNull open fun toString(): String
        var x: Double
        var y: Double
        var z: Double
      open class VertexAnimationFrame : IAnimationFrame
        Module Contents VertexAnimationFrame()
        open fun calculateNormals(indices: IntArray): FloatArray
        open fun getGeometry(): Geometry3D
        open fun getName(): String
        open fun setGeometry(geometry: Geometry3D): Unit
        open fun setName(name: String): Unit
      open class VertexAnimationFrame : IAnimationFrame
        Module Contents VertexAnimationFrame()
        open fun calculateNormals(indices: IntArray): FloatArray
        open fun getGeometry(): Geometry3D
        open fun getName(): String
        open fun setGeometry(geometry: Geometry3D): Unit
        open fun setName(name: String): Unit
      open class VertexAnimationMaterialPlugin : IMaterialPlugin
        Module Contents VertexAnimationMaterialPlugin()
        class VertexAnimationShaderVar : IGlobalShaderVar
          Module Contents A_NEXT_FRAME_NORMAL
          A_NEXT_FRAME_POSITION
          U_INTERPOLATION
          fun getDataType(): DataType
          fun getVarString(): String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setInterpolation(interpolation: Double): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class VertexAnimationMaterialPlugin : IMaterialPlugin
        Module Contents VertexAnimationMaterialPlugin()
        class VertexAnimationShaderVar : IGlobalShaderVar
          Module Contents A_NEXT_FRAME_NORMAL
          A_NEXT_FRAME_POSITION
          U_INTERPOLATION
          fun getDataType(): DataType
          fun getVarString(): String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setInterpolation(interpolation: Double): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class VertexAnimationObject3D : AAnimationObject3D
        Module Contents VertexAnimationObject3D()
        open fun clone(copyMaterial: Boolean): VertexAnimationObject3D
        open fun clone(): VertexAnimationObject3D
        open fun reload(): Unit
        open fun setMaterial(material: Material): Unit
        open fun setShaderParams(camera: Camera): Unit
      open class VertexAnimationObject3D : AAnimationObject3D
        Module Contents VertexAnimationObject3D()
        open fun clone(copyMaterial: Boolean): VertexAnimationObject3D
        open fun clone(): VertexAnimationObject3D
        open fun reload(): Unit
        open fun setMaterial(material: Material): Unit
        open fun setShaderParams(camera: Camera): Unit
      open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents VertexAnimationVertexShaderFragment()
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setInterpolation(interpolation: Double): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents VertexAnimationVertexShaderFragment()
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setInterpolation(interpolation: Double): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class VertexShader : AShader
        Module Contents VertexShader()
        VertexShader(resourceId: Int)
        VertexShader(shaderString: String)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColor(): Int
        open fun hasCubeMaps(value: Boolean): Unit
        open fun hasSkyTexture(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: FloatArray): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setMVPMatrix(mvpMatrix: FloatArray): Unit
        open fun setModelMatrix(modelMatrix: Matrix4): Unit
        open fun setModelViewMatrix(modelViewMatrix: FloatArray): Unit
        open fun setNormalMatrix(normalMatrix: FloatArray): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun useVertexColors(value: Boolean): Unit
      open class VertexShader : AShader
        Module Contents VertexShader()
        VertexShader(resourceId: Int)
        VertexShader(shaderString: String)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColor(): Int
        open fun hasCubeMaps(value: Boolean): Unit
        open fun hasSkyTexture(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: FloatArray): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setMVPMatrix(mvpMatrix: FloatArray): Unit
        open fun setModelMatrix(modelMatrix: Matrix4): Unit
        open fun setModelViewMatrix(modelViewMatrix: FloatArray): Unit
        open fun setNormalMatrix(normalMatrix: FloatArray): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun useVertexColors(value: Boolean): Unit
      open class VignettePass : EffectPass
        Module Contents VignettePass(opacity: Float, radius: Float, softness: Float, screenWidth: Int, screenHeight: Int)
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setSoftness(softness: Float): Unit
      open class VignettePass : EffectPass
        Module Contents VignettePass(opacity: Float, radius: Float, softness: Float, screenWidth: Int, screenHeight: Int)
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setSoftness(softness: Float): Unit
      open class VuforiaManager
        Module Contents VuforiaManager(@NonNull consumer: VuforiaConsumer)
        interface VuforiaConsumer
          Module Contents @NonNull abstract fun getActivity(): Activity
          @NonNull abstract fun getRenderSurface(): ISurface
          abstract fun initialize(): Unit
          abstract fun onPostCloudRecoInit(success: Boolean, @Nullable message: String?): Unit
          abstract fun onPostQcarInit(success: Boolean, @Nullable message: String?): Unit
        open fun deinitCloudReco(): Unit
        open fun deinitTracker(): Unit
        open fun enterScanningModeNative(): Unit
        open fun getMetadataNative(): String
        open fun getScanningModeNative(): Boolean
        open fun getScreenOrientation(): Int
        open fun initCloudReco(): Int
        open fun initCloudRecoTask(): Int
        open fun initTracker(trackerType: Int): Int
        open static fun loadLibrary(nLibName: String): Boolean
        open fun onConfigurationChanged(config: Configuration): Unit
        open fun onCreate(savedInstanceState: Bundle): Unit
        open fun onDestroy(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        open fun setCloudRecoDatabase(kAccessKey: String, kSecretKey: String): Unit
        open fun setRenderer(renderer: ISurfaceRenderer): Unit
        open fun setScreenOrientation(screenOrientation: Int): Unit
        open fun startExtendedTracking(): Boolean
        open fun startVuforia(): Unit
        open fun stopExtendedTracking(): Boolean
        open fun useCloudRecognition(value: Boolean): Unit
      abstract class VuforiaRenderer : Renderer
        Module Contents VuforiaRenderer(context: Context, manager: VuforiaManager)
        open fun drawVideoBackground(): Unit
        open fun foundFrameMarker(markerId: Int, modelViewMatrix: FloatArray): Unit
        open fun foundImageMarker(trackableName: String, modelViewMatrix: FloatArray): Unit
        open fun getFOV(): Float
        open fun getVideoHeight(): Int
        open fun getVideoWidth(): Int
        open fun initRendering(): Unit
        abstract fun noFrameMarkersFound(): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        open fun renderFrame(frameBufferId: Int, frameBufferTextureId: Int): Unit
        open fun updateRendering(width: Int, height: Int): Unit
      abstract class Wallpaper : WallpaperService
        Module Contents Wallpaper()
      abstract class Wallpaper : WallpaperService
        Module Contents Wallpaper()
      abstract class WatchFaceService : Gles2WatchFaceService
        Module Contents WatchFaceService()
        fun onCreateEngine(): Engine
      abstract class WatchRenderer : Renderer
        Module Contents WatchRenderer(context: Context)
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
      abstract class WearActivity : WearableActivity
        Module Contents WearActivity()
        open fun onEnterAmbient(ambientDetails: Bundle): Unit
        open fun onExitAmbient(): Unit
        open fun onUpdateAmbient(): Unit
      open class WorkaroundScreenQuad : Object3D
        Module Contents WorkaroundScreenQuad()
        WorkaroundScreenQuad(createVBOs: Boolean)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setEffectPass(effectPass: EffectPass): Unit
      open class WorkaroundScreenQuad : Object3D
        Module Contents WorkaroundScreenQuad()
        WorkaroundScreenQuad(createVBOs: Boolean)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setEffectPass(effectPass: EffectPass): Unit
      class WorldParameters
        Module Contents WorldParameters()
        static val FORWARD_AXIS: Vector3
        static val NEG_FORWARD_AXIS: Vector3
        static val NEG_RIGHT_AXIS: Vector3
        static val NEG_UP_AXIS: Vector3
        static val RIGHT_AXIS: Vector3
        static val UP_AXIS: Vector3
        static fun setWorldAxes(right: Vector3, up: Vector3, forward: Vector3): Unit
      class WorldParameters
        Module Contents WorldParameters()
        static val FORWARD_AXIS: Vector3
        static val NEG_FORWARD_AXIS: Vector3
        static val NEG_RIGHT_AXIS: Vector3
        static val NEG_UP_AXIS: Vector3
        static val RIGHT_AXIS: Vector3
        static val UP_AXIS: Vector3
        static fun setWorldAxes(right: Vector3, up: Vector3, forward: Vector3): Unit
    package org.rajawali3d
      Module Contents abstract class ATransformable3D : IGraphNodeMember
        Module Contents ATransformable3D()
        open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
        open fun disableLookAt(): Unit
        open fun enableLookAt(): Unit
        open fun getGraphNode(): IGraphNode
        open fun getLookAt(): Vector3
        open fun getModelMatrix(): Matrix4
        open fun getOrientation(quat: Quaternion): Quaternion
        open fun getOrientation(): Quaternion
        open fun getPosition(): Vector3
        open fun getRotX(): Double
        open fun getRotY(): Double
        open fun getRotZ(): Double
        open fun getScale(): Vector3
        open fun getScaleX(): Double
        open fun getScaleY(): Double
        open fun getScaleZ(): Double
        open fun getScenePosition(): Vector3
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getX(): Double
        open fun getY(): Double
        open fun getZ(): Double
        open fun isInGraph(): Boolean
        open fun isLookAtEnabled(): Boolean
        open fun isLookAtValid(): Boolean
        open fun isZeroScale(): Boolean
        open fun moveForward(units: Double): Unit
        open fun moveRight(units: Double): Unit
        open fun moveUp(units: Double): Unit
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
        open fun resetToLookAt(): ATransformable3D
        open fun resetToLookAt(upAxis: Vector3): ATransformable3D
        open fun resetUpAxis(): ATransformable3D
        open fun rotate(quat: Quaternion): ATransformable3D
        open fun rotate(axis: Vector3, angle: Double): ATransformable3D
        open fun rotate(axis: Axis, angle: Double): ATransformable3D
        open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
        open fun rotate(matrix: Matrix4): ATransformable3D
        open fun rotateAround(axis: Vector3, angle: Double): Unit
        open fun rotateAround(axis: Vector3, angle: Double, append: Boolean): Unit
        open fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
        open fun setLookAt(lookAt: Vector3): ATransformable3D
        open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D
        open fun setOrientation(quat: Quaternion): ATransformable3D
        open fun setPosition(position: Vector3): Unit
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setRotX(rotX: Double): ATransformable3D
        open fun setRotY(rotY: Double): ATransformable3D
        open fun setRotZ(rotZ: Double): ATransformable3D
        open fun setRotation(quat: Quaternion): ATransformable3D
        open fun setRotation(axis: Vector3, angle: Double): ATransformable3D
        open fun setRotation(axis: Axis, angle: Double): ATransformable3D
        open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
        open fun setRotation(matrix: Matrix4): ATransformable3D
        open fun setRotation(rotation: Vector3): ATransformable3D
        open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D
        open fun setScale(scale: Vector3): ATransformable3D
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
        open fun setScale(scale: Double): ATransformable3D
        open fun setScaleX(scale: Double): ATransformable3D
        open fun setScaleY(scale: Double): ATransformable3D
        open fun setScaleZ(scale: Double): ATransformable3D
        open fun setUpAxis(upAxis: Vector3): ATransformable3D
        open fun setUpAxis(upAxis: Axis): ATransformable3D
        open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
        open fun setZ(z: Double): Unit
      abstract class ATransformable3D : IGraphNodeMember
        Module Contents ATransformable3D()
        open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
        open fun disableLookAt(): Unit
        open fun enableLookAt(): Unit
        open fun getGraphNode(): IGraphNode
        open fun getLookAt(): Vector3
        open fun getModelMatrix(): Matrix4
        open fun getOrientation(quat: Quaternion): Quaternion
        open fun getOrientation(): Quaternion
        open fun getPosition(): Vector3
        open fun getRotX(): Double
        open fun getRotY(): Double
        open fun getRotZ(): Double
        open fun getScale(): Vector3
        open fun getScaleX(): Double
        open fun getScaleY(): Double
        open fun getScaleZ(): Double
        open fun getScenePosition(): Vector3
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getX(): Double
        open fun getY(): Double
        open fun getZ(): Double
        open fun isInGraph(): Boolean
        open fun isLookAtEnabled(): Boolean
        open fun isLookAtValid(): Boolean
        open fun isZeroScale(): Boolean
        open fun moveForward(units: Double): Unit
        open fun moveRight(units: Double): Unit
        open fun moveUp(units: Double): Unit
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
        open fun resetToLookAt(): ATransformable3D
        open fun resetToLookAt(upAxis: Vector3): ATransformable3D
        open fun resetUpAxis(): ATransformable3D
        open fun rotate(quat: Quaternion): ATransformable3D
        open fun rotate(axis: Vector3, angle: Double): ATransformable3D
        open fun rotate(axis: Axis, angle: Double): ATransformable3D
        open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
        open fun rotate(matrix: Matrix4): ATransformable3D
        open fun rotateAround(axis: Vector3, angle: Double): Unit
        open fun rotateAround(axis: Vector3, angle: Double, append: Boolean): Unit
        open fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
        open fun setLookAt(lookAt: Vector3): ATransformable3D
        open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D
        open fun setOrientation(quat: Quaternion): ATransformable3D
        open fun setPosition(position: Vector3): Unit
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setRotX(rotX: Double): ATransformable3D
        open fun setRotY(rotY: Double): ATransformable3D
        open fun setRotZ(rotZ: Double): ATransformable3D
        open fun setRotation(quat: Quaternion): ATransformable3D
        open fun setRotation(axis: Vector3, angle: Double): ATransformable3D
        open fun setRotation(axis: Axis, angle: Double): ATransformable3D
        open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
        open fun setRotation(matrix: Matrix4): ATransformable3D
        open fun setRotation(rotation: Vector3): ATransformable3D
        open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D
        open fun setScale(scale: Vector3): ATransformable3D
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
        open fun setScale(scale: Double): ATransformable3D
        open fun setScaleX(scale: Double): ATransformable3D
        open fun setScaleY(scale: Double): ATransformable3D
        open fun setScaleZ(scale: Double): ATransformable3D
        open fun setUpAxis(upAxis: Vector3): ATransformable3D
        open fun setUpAxis(upAxis: Axis): ATransformable3D
        open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
        open fun setZ(z: Double): Unit
      open class BufferInfo
        Module Contents BufferInfo()
        BufferInfo(bufferType: BufferType, buffer: Buffer)
        var buffer: Buffer
        var bufferHandle: Int
        var bufferType: BufferType
        var byteSize: Int
        var offset: Int
        var rajawaliHandle: Int
        var stride: Int
        var target: Int
        open fun toString(): String
        var type: Int
        var usage: Int
      open class BufferInfo
        Module Contents BufferInfo()
        BufferInfo(bufferType: BufferType, buffer: Buffer)
        var buffer: Buffer
        var bufferHandle: Int
        var bufferType: BufferType
        var byteSize: Int
        var offset: Int
        var rajawaliHandle: Int
        var stride: Int
        var target: Int
        open fun toString(): String
        var type: Int
        var usage: Int
      class BuildConfig
        Module Contents BuildConfig()
        static val APPLICATION_ID: String
        static val BUILD_TYPE: String
        static val DEBUG: Boolean
        static val FLAVOR: String
        static val VERSION_CODE: Int
        static val VERSION_NAME: String
      class BuildConfig
        Module Contents BuildConfig()
        static val APPLICATION_ID: String
        static val BUILD_TYPE: String
        static val DEBUG: Boolean
        static val FLAVOR: String
        static val VERSION_CODE: Int
        static val VERSION_NAME: String
      open class Geometry3D
        Module Contents Geometry3D()
        static val BYTE_SIZE_BYTES: Int
        class BufferType
          Module Contents BYTE_BUFFER
          FLOAT_BUFFER
          INT_BUFFER
          SHORT_BUFFER
        static val COLOR_BUFFER_KEY: Int
        static val FLOAT_SIZE_BYTES: Int
        static val INDEX_BUFFER_KEY: Int
        static val INT_SIZE_BYTES: Int
        static val NORMAL_BUFFER_KEY: Int
        static val SHORT_SIZE_BYTES: Int
        static val TEXTURE_BUFFER_KEY: Int
        static val VERTEX_BUFFER_KEY: Int
        open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Int
        open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Int
        open fun addFromGeometry3D(offset: Vector3, geometry: Geometry3D, createVBOs: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferUsage(bufferInfo: BufferInfo, usage: Int): Unit
        open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
        open static fun concatAllInt(vararg arrays: IntArray): IntArray
        open fun copyFromGeometry3D(geom: Geometry3D): Unit
        open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo): Unit
        open fun createBuffers(): Unit
        open fun createVertexAndNormalBuffersOnly(): Unit
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox
        open fun getBoundingSphere(): BoundingSphere
        open fun getColorBufferInfo(): BufferInfo
        open fun getColors(): FloatBuffer
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
        open fun getIndexBufferInfo(): BufferInfo
        open fun getIndices(): IntBuffer
        open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
        open fun getNormalBufferInfo(): BufferInfo
        open fun getNormals(): FloatBuffer
        open fun getNumIndices(): Int
        open fun getNumTriangles(): Int
        open fun getNumVertices(): Int
        open fun getTexCoordBufferInfo(): BufferInfo
        open fun getTextureCoords(): FloatBuffer
        open fun getVertexBufferInfo(): BufferInfo
        open fun getVertices(): FloatBuffer
        open fun hasBoundingBox(): Boolean
        open fun hasBoundingSphere(): Boolean
        open fun hasNormals(): Boolean
        open fun hasTextureCoordinates(): Boolean
        open fun isValid(): Boolean
        open fun reload(): Unit
        open fun setBuffersCreated(created: Boolean): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
        open fun setColorBufferInfo(colorBufferInfo: BufferInfo): Unit
        open fun setColors(color: Int): Unit
        open fun setColors(colors: FloatArray): Unit
        open fun setColors(colors: FloatArray, override: Boolean): Unit
        open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setIndexBufferInfo(indexBufferInfo: BufferInfo): Unit
        open fun setIndices(indices: IntArray): Unit
        open fun setIndices(indices: IntArray, override: Boolean): Unit
        open fun setNormalBufferInfo(normalBufferInfo: BufferInfo): Unit
        open fun setNormals(normals: FloatArray): Unit
        open fun setNormals(normals: FloatArray, override: Boolean): Unit
        open fun setNormals(normals: FloatBuffer): Unit
        open fun setNumVertices(numVertices: Int): Unit
        open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo): Unit
        open fun setTextureCoords(textureCoords: FloatArray): Unit
        open fun setTextureCoords(textureCoords: FloatArray, override: Boolean): Unit
        open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo): Unit
        open fun setVertices(vertices: FloatArray): Unit
        open fun setVertices(vertices: FloatArray, override: Boolean): Unit
        open fun setVertices(vertices: FloatBuffer): Unit
        open fun toString(): String
        open fun validateBuffers(): Unit
      open class Geometry3D
        Module Contents Geometry3D()
        static val BYTE_SIZE_BYTES: Int
        class BufferType
          Module Contents BYTE_BUFFER
          FLOAT_BUFFER
          INT_BUFFER
          SHORT_BUFFER
        static val COLOR_BUFFER_KEY: Int
        static val FLOAT_SIZE_BYTES: Int
        static val INDEX_BUFFER_KEY: Int
        static val INT_SIZE_BYTES: Int
        static val NORMAL_BUFFER_KEY: Int
        static val SHORT_SIZE_BYTES: Int
        static val TEXTURE_BUFFER_KEY: Int
        static val VERTEX_BUFFER_KEY: Int
        open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Int
        open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Int
        open fun addFromGeometry3D(offset: Vector3, geometry: Geometry3D, createVBOs: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int, resizeBuffer: Boolean): Unit
        open fun changeBufferUsage(bufferInfo: BufferInfo, usage: Int): Unit
        open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
        open static fun concatAllInt(vararg arrays: IntArray): IntArray
        open fun copyFromGeometry3D(geom: Geometry3D): Unit
        open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Unit
        open fun createBuffer(bufferInfo: BufferInfo): Unit
        open fun createBuffers(): Unit
        open fun createVertexAndNormalBuffersOnly(): Unit
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox
        open fun getBoundingSphere(): BoundingSphere
        open fun getColorBufferInfo(): BufferInfo
        open fun getColors(): FloatBuffer
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
        open fun getIndexBufferInfo(): BufferInfo
        open fun getIndices(): IntBuffer
        open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
        open fun getNormalBufferInfo(): BufferInfo
        open fun getNormals(): FloatBuffer
        open fun getNumIndices(): Int
        open fun getNumTriangles(): Int
        open fun getNumVertices(): Int
        open fun getTexCoordBufferInfo(): BufferInfo
        open fun getTextureCoords(): FloatBuffer
        open fun getVertexBufferInfo(): BufferInfo
        open fun getVertices(): FloatBuffer
        open fun hasBoundingBox(): Boolean
        open fun hasBoundingSphere(): Boolean
        open fun hasNormals(): Boolean
        open fun hasTextureCoordinates(): Boolean
        open fun isValid(): Boolean
        open fun reload(): Unit
        open fun setBuffersCreated(created: Boolean): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
        open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
        open fun setColorBufferInfo(colorBufferInfo: BufferInfo): Unit
        open fun setColors(color: Int): Unit
        open fun setColors(colors: FloatArray): Unit
        open fun setColors(colors: FloatArray, override: Boolean): Unit
        open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setIndexBufferInfo(indexBufferInfo: BufferInfo): Unit
        open fun setIndices(indices: IntArray): Unit
        open fun setIndices(indices: IntArray, override: Boolean): Unit
        open fun setNormalBufferInfo(normalBufferInfo: BufferInfo): Unit
        open fun setNormals(normals: FloatArray): Unit
        open fun setNormals(normals: FloatArray, override: Boolean): Unit
        open fun setNormals(normals: FloatBuffer): Unit
        open fun setNumVertices(numVertices: Int): Unit
        open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo): Unit
        open fun setTextureCoords(textureCoords: FloatArray): Unit
        open fun setTextureCoords(textureCoords: FloatArray, override: Boolean): Unit
        open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo): Unit
        open fun setVertices(vertices: FloatArray): Unit
        open fun setVertices(vertices: FloatArray, override: Boolean): Unit
        open fun setVertices(vertices: FloatBuffer): Unit
        open fun toString(): String
        open fun validateBuffers(): Unit
      open class Object3D : ATransformable3D, Comparable<Object3D>, INode
        Module Contents Object3D()
        Object3D(name: String)
        static val ALPHA: Int
        static val BLUE: Int
        static val GREEN: Int
        static val RED: Int
        static val UNPICKABLE: Int
        open fun accept(visitor: INodeVisitor): Unit
        open fun addChild(child: Object3D): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D
        open fun clone(copyMaterial: Boolean): Object3D
        open fun clone(): Object3D
        open fun compareTo(other: Object3D): Int
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox
        open fun getChildAt(index: Int): Object3D
        open fun getChildByName(name: String): Object3D
        open fun getDrawingMode(): Int
        open fun getGeometry(): Geometry3D
        open fun getInverseViewMatrix(): Matrix4
        open fun getMaterial(): Material
        open fun getModelViewMatrix(): Matrix4
        open fun getModelViewProjectionMatrix(): Matrix4
        open fun getName(): String
        open fun getNumChildren(): Int
        open fun getNumObjects(): Int
        open fun getNumTriangles(): Int
        open fun getParent(): Object3D
        open fun getRenderChildrenAsBatch(): Boolean
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getWorldPosition(): Vector3
        open fun hasBoundingVolume(): Boolean
        open fun isBackSided(): Boolean
        open fun isBlendingEnabled(): Boolean
        open fun isContainer(isContainer: Boolean): Unit
        open fun isContainer(): Boolean
        open fun isDepthMaskEnabled(): Boolean
        open fun isDepthTestEnabled(): Boolean
        open fun isDestroyed(): Boolean
        open fun isDoubleSided(): Boolean
        open fun isForcedDepth(): Boolean
        open fun isInFrustum(): Boolean
        open fun isPartOfBatch(): Boolean
        open fun isPickingEnabled(): Boolean
        open fun isTransparent(): Boolean
        open fun isVisible(): Boolean
        open fun reload(): Unit
        open fun removeChild(child: Object3D): Boolean
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun renderColorPicking(camera: Camera, pickingMaterial: Material): Unit
        open fun setAlpha(alpha: Int): Unit
        open fun setAlpha(alpha: Float): Unit
        open fun setAtlasTile(tileName: String, atlas: TextureAtlas): Unit
        open fun setBackSided(backSided: Boolean): Unit
        open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
        open fun setBlendingEnabled(value: Boolean): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3): Unit
        open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setDepthMaskEnabled(value: Boolean): Unit
        open fun setDepthTestEnabled(value: Boolean): Unit
        open fun setDoubleSided(doubleSided: Boolean): Unit
        open fun setDrawingMode(drawingMode: Int): Unit
        open fun setForcedDepth(forcedDepth: Boolean): Unit
        open fun setFrustumTest(value: Boolean): Unit
        open fun setMaterial(material: Material): Unit
        open fun setName(name: String): Unit
        open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
        open fun setPickingColor(colorIndex: Int): Unit
        open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
        open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
        open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
        open fun setTransparent(value: Boolean): Unit
        open fun setVisible(visible: Boolean): Unit
      open class Object3D : ATransformable3D, Comparable<Object3D>, INode
        Module Contents Object3D()
        Object3D(name: String)
        static val ALPHA: Int
        static val BLUE: Int
        static val GREEN: Int
        static val RED: Int
        static val UNPICKABLE: Int
        open fun accept(visitor: INodeVisitor): Unit
        open fun addChild(child: Object3D): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D
        open fun clone(copyMaterial: Boolean): Object3D
        open fun clone(): Object3D
        open fun compareTo(other: Object3D): Int
        open fun destroy(): Unit
        open fun getBoundingBox(): BoundingBox
        open fun getChildAt(index: Int): Object3D
        open fun getChildByName(name: String): Object3D
        open fun getDrawingMode(): Int
        open fun getGeometry(): Geometry3D
        open fun getInverseViewMatrix(): Matrix4
        open fun getMaterial(): Material
        open fun getModelViewMatrix(): Matrix4
        open fun getModelViewProjectionMatrix(): Matrix4
        open fun getName(): String
        open fun getNumChildren(): Int
        open fun getNumObjects(): Int
        open fun getNumTriangles(): Int
        open fun getParent(): Object3D
        open fun getRenderChildrenAsBatch(): Boolean
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getWorldPosition(): Vector3
        open fun hasBoundingVolume(): Boolean
        open fun isBackSided(): Boolean
        open fun isBlendingEnabled(): Boolean
        open fun isContainer(isContainer: Boolean): Unit
        open fun isContainer(): Boolean
        open fun isDepthMaskEnabled(): Boolean
        open fun isDepthTestEnabled(): Boolean
        open fun isDestroyed(): Boolean
        open fun isDoubleSided(): Boolean
        open fun isForcedDepth(): Boolean
        open fun isInFrustum(): Boolean
        open fun isPartOfBatch(): Boolean
        open fun isPickingEnabled(): Boolean
        open fun isTransparent(): Boolean
        open fun isVisible(): Boolean
        open fun reload(): Unit
        open fun removeChild(child: Object3D): Boolean
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun renderColorPicking(camera: Camera, pickingMaterial: Material): Unit
        open fun setAlpha(alpha: Int): Unit
        open fun setAlpha(alpha: Float): Unit
        open fun setAtlasTile(tileName: String, atlas: TextureAtlas): Unit
        open fun setBackSided(backSided: Boolean): Unit
        open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
        open fun setBlendingEnabled(value: Boolean): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3): Unit
        open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
        open fun setDepthMaskEnabled(value: Boolean): Unit
        open fun setDepthTestEnabled(value: Boolean): Unit
        open fun setDoubleSided(doubleSided: Boolean): Unit
        open fun setDrawingMode(drawingMode: Int): Unit
        open fun setForcedDepth(forcedDepth: Boolean): Unit
        open fun setFrustumTest(value: Boolean): Unit
        open fun setMaterial(material: Material): Unit
        open fun setName(name: String): Unit
        open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
        open fun setPickingColor(colorIndex: Int): Unit
        open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
        open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
        open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
        open fun setTransparent(value: Boolean): Unit
        open fun setVisible(visible: Boolean): Unit
      class WorldParameters
        Module Contents WorldParameters()
        static val FORWARD_AXIS: Vector3
        static val NEG_FORWARD_AXIS: Vector3
        static val NEG_RIGHT_AXIS: Vector3
        static val NEG_UP_AXIS: Vector3
        static val RIGHT_AXIS: Vector3
        static val UP_AXIS: Vector3
        static fun setWorldAxes(right: Vector3, up: Vector3, forward: Vector3): Unit
      class WorldParameters
        Module Contents WorldParameters()
        static val FORWARD_AXIS: Vector3
        static val NEG_FORWARD_AXIS: Vector3
        static val NEG_RIGHT_AXIS: Vector3
        static val NEG_UP_AXIS: Vector3
        static val RIGHT_AXIS: Vector3
        static val UP_AXIS: Vector3
        static fun setWorldAxes(right: Vector3, up: Vector3, forward: Vector3): Unit
    package org.rajawali3d.animation
      Module Contents abstract class Animation : Playable
        Module Contents Animation()
        class RepeatMode
          Module Contents INFINITE
          NONE
          RESTART
          REVERSE
          REVERSE_INFINITE
        open fun getDelayDelta(): Double
        open fun getDelayMilliseconds(): Long
        open fun getDurationDelta(): Double
        open fun getDurationMilliseconds(): Long
        open fun getInterpolatedTime(): Double
        open fun getInterpolator(): Interpolator
        open fun getRepeatMode(): RepeatMode
        open fun isFirstStart(): Boolean
        open fun registerListener(animationListener: IAnimationListener): Boolean
        open fun reset(): Unit
        open fun setDelayDelta(delay: Double): Unit
        open fun setDelayMilliseconds(delay: Long): Unit
        open fun setDurationDelta(duration: Double): Unit
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setInterpolator(interpolator: Interpolator): Unit
        open fun setRepeatCount(repeatCount: Int): Unit
        open fun setRepeatMode(repeatMode: RepeatMode): Unit
        open fun setStartTime(startTime: Double): Unit
        open fun setStartTime(startTime: Long): Unit
        open fun unregisterListener(animationListener: IAnimationListener): Boolean
        open fun update(deltaTime: Double): Unit
      abstract class Animation : Playable
        Module Contents Animation()
        class RepeatMode
          Module Contents INFINITE
          NONE
          RESTART
          REVERSE
          REVERSE_INFINITE
        open fun getDelayDelta(): Double
        open fun getDelayMilliseconds(): Long
        open fun getDurationDelta(): Double
        open fun getDurationMilliseconds(): Long
        open fun getInterpolatedTime(): Double
        open fun getInterpolator(): Interpolator
        open fun getRepeatMode(): RepeatMode
        open fun isFirstStart(): Boolean
        open fun registerListener(animationListener: IAnimationListener): Boolean
        open fun reset(): Unit
        open fun setDelayDelta(delay: Double): Unit
        open fun setDelayMilliseconds(delay: Long): Unit
        open fun setDurationDelta(duration: Double): Unit
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setInterpolator(interpolator: Interpolator): Unit
        open fun setRepeatCount(repeatCount: Int): Unit
        open fun setRepeatMode(repeatMode: RepeatMode): Unit
        open fun setStartTime(startTime: Double): Unit
        open fun setStartTime(startTime: Long): Unit
        open fun unregisterListener(animationListener: IAnimationListener): Boolean
        open fun update(deltaTime: Double): Unit
      abstract class Animation3D : Animation
        Module Contents Animation3D()
        open fun getTransformable3D(): ATransformable3D
        open fun play(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D): Unit
      abstract class Animation3D : Animation
        Module Contents Animation3D()
        open fun getTransformable3D(): ATransformable3D
        open fun play(): Unit
        open fun setTransformable3D(transformable3D: ATransformable3D): Unit
      open class AnimationGroup : Animation
        Module Contents AnimationGroup()
        open fun addAnimation(animation: Animation): Unit
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationGroup : Animation
        Module Contents AnimationGroup()
        open fun addAnimation(animation: Animation): Unit
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationQueue : AnimationGroup
        Module Contents AnimationQueue()
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class AnimationQueue : AnimationGroup
        Module Contents AnimationQueue()
        open fun reset(): Unit
        open fun update(deltaTime: Double): Unit
      open class CoalesceAnimation3D : Animation3D
        Module Contents CoalesceAnimation3D(rootConfig: CoalesceConfig)
        open class CoalesceConfig
          Module Contents CoalesceConfig(spiral: ASpiral3D, object: ATransformable3D, coalesceAround: ATransformable3D, endProximity: Double)
          CoalesceConfig(spiral: ASpiral3D, object: ATransformable3D, coalesceAround: Vector3, endProximity: Double)
          val coalesceAroundObject: ATransformable3D
          val coalesceAroundPoint: Vector3
          val endProximity: Double
          val object: ATransformable3D
          val spiral: ASpiral3D
        open fun addCoalescingGroup(objects: MutableList<CoalesceConfig>): Unit
        open fun addCoalescingObject(object: CoalesceConfig): Unit
      open class CoalesceAnimation3D : Animation3D
        Module Contents CoalesceAnimation3D(rootConfig: CoalesceConfig)
        open class CoalesceConfig
          Module Contents CoalesceConfig(spiral: ASpiral3D, object: ATransformable3D, coalesceAround: ATransformable3D, endProximity: Double)
          CoalesceConfig(spiral: ASpiral3D, object: ATransformable3D, coalesceAround: Vector3, endProximity: Double)
          val coalesceAroundObject: ATransformable3D
          val coalesceAroundPoint: Vector3
          val endProximity: Double
          val object: ATransformable3D
          val spiral: ASpiral3D
        open fun addCoalescingGroup(objects: MutableList<CoalesceConfig>): Unit
        open fun addCoalescingObject(object: CoalesceConfig): Unit
      open class ColorAnimation3D : Animation3D
        Module Contents ColorAnimation3D(fromColor: Int, toColor: Int)
        open fun setTransformable3D(transformable3D: ATransformable3D): Unit
      open class ColorAnimation3D : Animation3D
        Module Contents ColorAnimation3D(fromColor: Int, toColor: Int)
        open fun setTransformable3D(transformable3D: ATransformable3D): Unit
      open class EllipticalOrbitAnimation3D : Animation3D
        Module Contents EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, axis: Axis, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, axis: Axis, direction: OrbitDirection)
        class OrbitDirection
          Module Contents CLOCKWISE
          COUNTERCLOCKWISE
      open class EllipticalOrbitAnimation3D : Animation3D
        Module Contents EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, axis: Axis, angle: Double)
        EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, axis: Axis, direction: OrbitDirection)
        class OrbitDirection
          Module Contents CLOCKWISE
          COUNTERCLOCKWISE
      interface IAnimationListener
        Module Contents abstract fun onAnimationEnd(animation: Animation): Unit
        abstract fun onAnimationRepeat(animation: Animation): Unit
        abstract fun onAnimationStart(animation: Animation): Unit
        abstract fun onAnimationUpdate(animation: Animation, interpolatedTime: Double): Unit
      interface IAnimationListener
        Module Contents abstract fun onAnimationEnd(animation: Animation): Unit
        abstract fun onAnimationRepeat(animation: Animation): Unit
        abstract fun onAnimationStart(animation: Animation): Unit
        abstract fun onAnimationUpdate(animation: Animation, interpolatedTime: Double): Unit
      interface IPlayable
        Module Contents abstract fun isEnded(): Boolean
        abstract fun isPaused(): Boolean
        abstract fun isPlaying(): Boolean
        abstract fun pause(): Unit
        abstract fun play(): Unit
        abstract fun reset(): Unit
      interface IPlayable
        Module Contents abstract fun isEnded(): Boolean
        abstract fun isPaused(): Boolean
        abstract fun isPlaying(): Boolean
        abstract fun pause(): Unit
        abstract fun play(): Unit
        abstract fun reset(): Unit
      abstract class Playable : IPlayable
        Module Contents Playable()
        open fun isEnded(): Boolean
        open fun isPaused(): Boolean
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
      abstract class Playable : IPlayable
        Module Contents Playable()
        open fun isEnded(): Boolean
        open fun isPaused(): Boolean
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun reset(): Unit
      open class RotateAnimation3D : Animation3D
        Module Contents RotateAnimation3D(xRotate: Double, yRotate: Double, zRotate: Double)
        RotateAnimation3D(rotate: Vector3)
        open fun eventStart(): Unit
      open class RotateAnimation3D : Animation3D
        Module Contents RotateAnimation3D(xRotate: Double, yRotate: Double, zRotate: Double)
        RotateAnimation3D(rotate: Vector3)
        open fun eventStart(): Unit
      open class RotateAroundAnimation3D : Animation3D
        Module Contents RotateAroundAnimation3D(center: Vector3, axis: Axis, distance: Double)
      open class RotateAroundAnimation3D : Animation3D
        Module Contents RotateAroundAnimation3D(center: Vector3, axis: Axis, distance: Double)
      open class RotateOnAxisAnimation : Animation3D
        Module Contents RotateOnAxisAnimation(axis: Axis, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Axis, rotateFrom: Double, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3, rotateFrom: Double, degreesToRotate: Double)
        open fun eventStart(): Unit
      open class RotateOnAxisAnimation : Animation3D
        Module Contents RotateOnAxisAnimation(axis: Axis, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Axis, rotateFrom: Double, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3, degreesToRotate: Double)
        RotateOnAxisAnimation(axis: Vector3, rotateFrom: Double, degreesToRotate: Double)
        open fun eventStart(): Unit
      open class ScaleAnimation3D : Animation3D
        Module Contents ScaleAnimation3D(toScale: Vector3)
      open class ScaleAnimation3D : Animation3D
        Module Contents ScaleAnimation3D(toScale: Vector3)
      open class SlerpAnimation3D : Animation3D
        Module Contents SlerpAnimation3D(from: Vector3, to: Vector3)
      open class SlerpAnimation3D : Animation3D
        Module Contents SlerpAnimation3D(from: Vector3, to: Vector3)
      open class SplineTranslateAnimation3D : Animation3D
        Module Contents SplineTranslateAnimation3D(splinePath: ICurve3D)
        open fun getLookAt(): ATransformable3D
        open fun getOrientToPath(): Boolean
        open fun getUpAxis(): Vector3
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setLookAt(target: ATransformable3D): Unit
        open fun setLookAt(target: ATransformable3D, up: Vector3): Unit
        open fun setLookAt(target: ATransformable3D, up: Axis): Unit
        open fun setOrientToPath(orientToPath: Boolean): Unit
      open class SplineTranslateAnimation3D : Animation3D
        Module Contents SplineTranslateAnimation3D(splinePath: ICurve3D)
        open fun getLookAt(): ATransformable3D
        open fun getOrientToPath(): Boolean
        open fun getUpAxis(): Vector3
        open fun setDurationMilliseconds(duration: Long): Unit
        open fun setLookAt(target: ATransformable3D): Unit
        open fun setLookAt(target: ATransformable3D, up: Vector3): Unit
        open fun setLookAt(target: ATransformable3D, up: Axis): Unit
        open fun setOrientToPath(orientToPath: Boolean): Unit
      open class TranslateAnimation3D : Animation3D
        Module Contents TranslateAnimation3D(toPosition: Vector3)
        TranslateAnimation3D(fromPosition: Vector3, toPosition: Vector3)
      open class TranslateAnimation3D : Animation3D
        Module Contents TranslateAnimation3D(toPosition: Vector3)
        TranslateAnimation3D(fromPosition: Vector3, toPosition: Vector3)
    package org.rajawali3d.animation.mesh
      Module Contents abstract class AAnimationObject3D : Object3D
        Module Contents AAnimationObject3D()
        open fun addFrame(frame: IAnimationFrame): Unit
        open fun getCurrentFrame(): Int
        open fun getFps(): Int
        open fun getFrame(index: Int): IAnimationFrame
        open fun getNumFrames(): Int
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun play(loop: Boolean): Unit
        open fun play(name: String): Unit
        open fun play(name: String, loop: Boolean): Unit
        open fun reload(): Unit
        open fun setCurrentFrame(frame: Int): Unit
        open fun setFps(fps: Int): Unit
        open fun setFrames(frames: Stack<IAnimationFrame>): Unit
        open fun setFrames(frames: Array<IAnimationFrame>): Unit
        open fun stop(): Unit
      abstract class AAnimationObject3D : Object3D
        Module Contents AAnimationObject3D()
        open fun addFrame(frame: IAnimationFrame): Unit
        open fun getCurrentFrame(): Int
        open fun getFps(): Int
        open fun getFrame(index: Int): IAnimationFrame
        open fun getNumFrames(): Int
        open fun isPlaying(): Boolean
        open fun pause(): Unit
        open fun play(): Unit
        open fun play(loop: Boolean): Unit
        open fun play(name: String): Unit
        open fun play(name: String, loop: Boolean): Unit
        open fun reload(): Unit
        open fun setCurrentFrame(frame: Int): Unit
        open fun setFps(fps: Int): Unit
        open fun setFrames(frames: Stack<IAnimationFrame>): Unit
        open fun setFrames(frames: Array<IAnimationFrame>): Unit
        open fun stop(): Unit
      interface IAnimationFrame
        Module Contents abstract fun getGeometry(): Geometry3D
        abstract fun getName(): String
        abstract fun setGeometry(geometry: Geometry3D): Unit
        abstract fun setName(name: String): Unit
      interface IAnimationFrame
        Module Contents abstract fun getGeometry(): Geometry3D
        abstract fun getName(): String
        abstract fun setGeometry(geometry: Geometry3D): Unit
        abstract fun setName(name: String): Unit
      interface IAnimationSequence
      interface IAnimationSequence
      open class SkeletalAnimationChildObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationChildObject3D()
        open class BoneVertex
          Module Contents BoneVertex()
          var normal: Vector3
          var numWeights: Int
          var textureCoordinate: Vector2
          var weightIndex: Int
        open class BoneWeight
          Module Contents BoneWeight()
          var jointIndex: Int
          var position: Vector3
          var weightValue: Float
        static val MAX_WEIGHTS_PER_VERTEX: Int
        var boneIndexes1: FloatArray
        var boneIndexes2: FloatArray
        var boneWeights1: FloatArray
        var boneWeights2: FloatArray
        open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D
        open fun getMaxBoneWeightsPerVertex(): Int
        open fun getNumJoints(): Int
        var mSkeleton: SkeletalAnimationObject3D
        open fun play(): Unit
        open fun prepareBoneWeightsAndIndices(): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setInverseZScale(value: Boolean): Unit
        open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
        open fun setShaderParams(camera: Camera): Unit
        open fun setSkeleton(skeleton: Object3D): Unit
        open fun setSkeletonMeshData(vertices: Array<BoneVertex>, weights: Array<BoneWeight>): Unit
        open fun setSkeletonMeshData(numVertices: Int, vertices: Array<BoneVertex>, numWeights: Int, weights: Array<BoneWeight>): Unit
      open class SkeletalAnimationChildObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationChildObject3D()
        open class BoneVertex
          Module Contents BoneVertex()
          var normal: Vector3
          var numWeights: Int
          var textureCoordinate: Vector2
          var weightIndex: Int
        open class BoneWeight
          Module Contents BoneWeight()
          var jointIndex: Int
          var position: Vector3
          var weightValue: Float
        static val MAX_WEIGHTS_PER_VERTEX: Int
        var boneIndexes1: FloatArray
        var boneIndexes2: FloatArray
        var boneWeights1: FloatArray
        var boneWeights2: FloatArray
        open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D
        open fun getMaxBoneWeightsPerVertex(): Int
        open fun getNumJoints(): Int
        var mSkeleton: SkeletalAnimationObject3D
        open fun play(): Unit
        open fun prepareBoneWeightsAndIndices(): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
        open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
        open fun setInverseZScale(value: Boolean): Unit
        open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
        open fun setShaderParams(camera: Camera): Unit
        open fun setSkeleton(skeleton: Object3D): Unit
        open fun setSkeletonMeshData(vertices: Array<BoneVertex>, weights: Array<BoneWeight>): Unit
        open fun setSkeletonMeshData(numVertices: Int, vertices: Array<BoneVertex>, numWeights: Int, weights: Array<BoneWeight>): Unit
      open class SkeletalAnimationFrame : IAnimationFrame
        Module Contents SkeletalAnimationFrame()
        open class Skeleton
          Module Contents Skeleton()
          open fun getJoint(index: Int): SkeletonJoint
          open fun getJoints(): Array<SkeletonJoint>
          open fun setJoint(index: Int, joint: SkeletonJoint): Unit
          open fun setJoints(joints: Array<SkeletonJoint>): Unit
        open class SkeletonJoint
          Module Contents SkeletonJoint()
          SkeletonJoint(other: SkeletonJoint)
          open fun copyAllFrom(otherJoint: SkeletonJoint): Unit
          open fun getFlags(): Int
          open fun getIndex(): Int
          open fun getMatrix(): DoubleArray
          open fun getName(): String
          open fun getOrientation(): Quaternion
          open fun getParentIndex(): Int
          open fun getPosition(): Vector3
          open fun getStartIndex(): Int
          open fun setFlags(flags: Int): Unit
          open fun setIndex(index: Int): Unit
          open fun setMatrix(values: DoubleArray): Unit
          open fun setName(name: String): Unit
          open fun setOrientation(x: Double, y: Double, z: Double): Unit
          open fun setOrientation(w: Double, x: Double, y: Double, z: Double): Unit
          open fun setParentIndex(parentIndex: Int): Unit
          open fun setPosition(x: Double, y: Double, z: Double): Unit
          open fun setPosition(position: Vector3): Unit
          open fun setStartIndex(startIndex: Int): Unit
          open fun toString(): String
        open fun getBoundingBox(): BoundingBox
        open fun getFrameIndex(): Int
        open fun getGeometry(): Geometry3D
        open fun getName(): String
        open fun getSkeleton(): Skeleton
        open fun setBounds(min: Vector3, max: Vector3): Unit
        open fun setFrameIndex(index: Int): Unit
        open fun setGeometry(geometry: Geometry3D): Unit
        open fun setName(name: String): Unit
      open class SkeletalAnimationFrame : IAnimationFrame
        Module Contents SkeletalAnimationFrame()
        open class Skeleton
          Module Contents Skeleton()
          open fun getJoint(index: Int): SkeletonJoint
          open fun getJoints(): Array<SkeletonJoint>
          open fun setJoint(index: Int, joint: SkeletonJoint): Unit
          open fun setJoints(joints: Array<SkeletonJoint>): Unit
        open class SkeletonJoint
          Module Contents SkeletonJoint()
          SkeletonJoint(other: SkeletonJoint)
          open fun copyAllFrom(otherJoint: SkeletonJoint): Unit
          open fun getFlags(): Int
          open fun getIndex(): Int
          open fun getMatrix(): DoubleArray
          open fun getName(): String
          open fun getOrientation(): Quaternion
          open fun getParentIndex(): Int
          open fun getPosition(): Vector3
          open fun getStartIndex(): Int
          open fun setFlags(flags: Int): Unit
          open fun setIndex(index: Int): Unit
          open fun setMatrix(values: DoubleArray): Unit
          open fun setName(name: String): Unit
          open fun setOrientation(x: Double, y: Double, z: Double): Unit
          open fun setOrientation(w: Double, x: Double, y: Double, z: Double): Unit
          open fun setParentIndex(parentIndex: Int): Unit
          open fun setPosition(x: Double, y: Double, z: Double): Unit
          open fun setPosition(position: Vector3): Unit
          open fun setStartIndex(startIndex: Int): Unit
          open fun toString(): String
        open fun getBoundingBox(): BoundingBox
        open fun getFrameIndex(): Int
        open fun getGeometry(): Geometry3D
        open fun getName(): String
        open fun getSkeleton(): Skeleton
        open fun setBounds(min: Vector3, max: Vector3): Unit
        open fun setFrameIndex(index: Int): Unit
        open fun setGeometry(geometry: Geometry3D): Unit
        open fun setName(name: String): Unit
      open class SkeletalAnimationObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationObject3D()
        open class SkeletalAnimationException : Exception
          Module Contents SkeletalAnimationException()
          SkeletalAnimationException(msg: String)
          SkeletalAnimationException(throwable: Throwable)
          SkeletalAnimationException(msg: String, throwable: Throwable)
        open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D
        open fun destroy(): Unit
        open fun getAnimationSequence(index: Int): SkeletalAnimationSequence
        open fun getAnimationSequence(name: String): SkeletalAnimationSequence
        open fun getAnimationSequence(): SkeletalAnimationSequence
        open fun getAnimationSequences(): Array<SkeletalAnimationSequence>
        open fun getJoint(index: Int): SkeletonJoint
        open fun getJoints(): Array<SkeletonJoint>
        var mBoneMatricesBufferInfo: BufferInfo
        var mInverseBindPoseMatrix: Array<DoubleArray>
        open fun play(): Unit
        open fun reload(): Unit
        open fun render(camera: Camera, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setAllBindPoseMatrices(bp: DoubleArray, invbp: Array<DoubleArray>): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
        open fun setAnimationSequence(name: String): Boolean
        open fun setAnimationSequence(index: Int): Boolean
        open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence>): Unit
        open fun setBindPoseMatrices(bp: DoubleArray): Unit
        open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray>): Unit
        open fun setJoints(joints: Array<SkeletonJoint>): Unit
        open fun setJointsWithBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
        open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
        open fun setShaderParams(camera: Camera): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int, interpolator: Interpolator): Unit
        open fun transitionToAnimationSequence(name: String, duration: Int): Boolean
        open fun transitionToAnimationSequence(name: String, duration: Int, interpolator: Interpolator): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator): Boolean
        var uBoneMatrix: DoubleArray
      open class SkeletalAnimationObject3D : AAnimationObject3D
        Module Contents SkeletalAnimationObject3D()
        open class SkeletalAnimationException : Exception
          Module Contents SkeletalAnimationException()
          SkeletalAnimationException(msg: String)
          SkeletalAnimationException(throwable: Throwable)
          SkeletalAnimationException(msg: String, throwable: Throwable)
        open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D
        open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D
        open fun destroy(): Unit
        open fun getAnimationSequence(index: Int): SkeletalAnimationSequence
        open fun getAnimationSequence(name: String): SkeletalAnimationSequence
        open fun getAnimationSequence(): SkeletalAnimationSequence
        open fun getAnimationSequences(): Array<SkeletalAnimationSequence>
        open fun getJoint(index: Int): SkeletonJoint
        open fun getJoints(): Array<SkeletonJoint>
        var mBoneMatricesBufferInfo: BufferInfo
        var mInverseBindPoseMatrix: Array<DoubleArray>
        open fun play(): Unit
        open fun reload(): Unit
        open fun render(camera: Camera, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setAllBindPoseMatrices(bp: DoubleArray, invbp: Array<DoubleArray>): Unit
        open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
        open fun setAnimationSequence(name: String): Boolean
        open fun setAnimationSequence(index: Int): Boolean
        open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence>): Unit
        open fun setBindPoseMatrices(bp: DoubleArray): Unit
        open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray>): Unit
        open fun setJoints(joints: Array<SkeletonJoint>): Unit
        open fun setJointsWithBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
        open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
        open fun setShaderParams(camera: Camera): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int): Unit
        open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int, interpolator: Interpolator): Unit
        open fun transitionToAnimationSequence(name: String, duration: Int): Boolean
        open fun transitionToAnimationSequence(name: String, duration: Int, interpolator: Interpolator): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
        open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator): Boolean
        var uBoneMatrix: DoubleArray
      open class SkeletalAnimationSequence : IAnimationSequence
        Module Contents SkeletalAnimationSequence(name: String)
        open fun blendWith(otherSequence: SkeletalAnimationSequence, blendFactor: Double): Unit
        open fun getFrame(index: Int): SkeletalAnimationFrame
        open fun getFrameData(): DoubleArray
        open fun getFrameRate(): Int
        open fun getFrames(): Array<SkeletalAnimationFrame>
        open fun getName(): String
        open fun getNumFrames(): Int
        open fun setFrameData(frameData: DoubleArray): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrames(frames: Array<SkeletalAnimationFrame>): Unit
        open fun setName(name: String): Unit
        open fun setNumFrames(numFrames: Int): Unit
      open class SkeletalAnimationSequence : IAnimationSequence
        Module Contents SkeletalAnimationSequence(name: String)
        open fun blendWith(otherSequence: SkeletalAnimationSequence, blendFactor: Double): Unit
        open fun getFrame(index: Int): SkeletalAnimationFrame
        open fun getFrameData(): DoubleArray
        open fun getFrameRate(): Int
        open fun getFrames(): Array<SkeletalAnimationFrame>
        open fun getName(): String
        open fun getNumFrames(): Int
        open fun setFrameData(frameData: DoubleArray): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrames(frames: Array<SkeletalAnimationFrame>): Unit
        open fun setName(name: String): Unit
        open fun setNumFrames(numFrames: Int): Unit
      open class VertexAnimationFrame : IAnimationFrame
        Module Contents VertexAnimationFrame()
        open fun calculateNormals(indices: IntArray): FloatArray
        open fun getGeometry(): Geometry3D
        open fun getName(): String
        open fun setGeometry(geometry: Geometry3D): Unit
        open fun setName(name: String): Unit
      open class VertexAnimationFrame : IAnimationFrame
        Module Contents VertexAnimationFrame()
        open fun calculateNormals(indices: IntArray): FloatArray
        open fun getGeometry(): Geometry3D
        open fun getName(): String
        open fun setGeometry(geometry: Geometry3D): Unit
        open fun setName(name: String): Unit
      open class VertexAnimationObject3D : AAnimationObject3D
        Module Contents VertexAnimationObject3D()
        open fun clone(copyMaterial: Boolean): VertexAnimationObject3D
        open fun clone(): VertexAnimationObject3D
        open fun reload(): Unit
        open fun setMaterial(material: Material): Unit
        open fun setShaderParams(camera: Camera): Unit
      open class VertexAnimationObject3D : AAnimationObject3D
        Module Contents VertexAnimationObject3D()
        open fun clone(copyMaterial: Boolean): VertexAnimationObject3D
        open fun clone(): VertexAnimationObject3D
        open fun reload(): Unit
        open fun setMaterial(material: Material): Unit
        open fun setShaderParams(camera: Camera): Unit
    package org.rajawali3d.bounds
      Module Contents open class BoundingBox : IBoundingVolume
        Module Contents BoundingBox()
        BoundingBox(min: Vector3, max: Vector3)
        BoundingBox(points: Array<Vector3>)
        BoundingBox(geometry: Geometry3D)
        open fun calculateBounds(geometry: Geometry3D): Unit
        open fun calculatePoints(): Unit
        open fun copyPoints(pts: Array<Vector3>): Unit
        open fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        open fun getBoundingColor(): Int
        open fun getMax(): Vector3
        open fun getMin(): Vector3
        open fun getPosition(): Vector3
        open fun getTransformedMax(): Vector3
        open fun getTransformedMin(): Vector3
        open fun getVisual(): Object3D
        open fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        open fun setBoundingColor(color: Int): Unit
        open fun setMax(max: Vector3): Unit
        open fun setMin(min: Vector3): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4): Unit
      open class BoundingBox : IBoundingVolume
        Module Contents BoundingBox()
        BoundingBox(min: Vector3, max: Vector3)
        BoundingBox(points: Array<Vector3>)
        BoundingBox(geometry: Geometry3D)
        open fun calculateBounds(geometry: Geometry3D): Unit
        open fun calculatePoints(): Unit
        open fun copyPoints(pts: Array<Vector3>): Unit
        open fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        open fun getBoundingColor(): Int
        open fun getMax(): Vector3
        open fun getMin(): Vector3
        open fun getPosition(): Vector3
        open fun getTransformedMax(): Vector3
        open fun getTransformedMin(): Vector3
        open fun getVisual(): Object3D
        open fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        open fun setBoundingColor(color: Int): Unit
        open fun setMax(max: Vector3): Unit
        open fun setMin(min: Vector3): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4): Unit
      open class BoundingSphere : IBoundingVolume
        Module Contents BoundingSphere()
        BoundingSphere(geometry: Geometry3D)
        open fun calculateBounds(geometry: Geometry3D): Unit
        open fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        open fun getBoundingColor(): Int
        open fun getPosition(): Vector3
        open fun getRadius(): Double
        open fun getScale(): Double
        open fun getScaledRadius(): Double
        open fun getVisual(): Object3D
        open fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        open fun setBoundingColor(color: Int): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4): Unit
      open class BoundingSphere : IBoundingVolume
        Module Contents BoundingSphere()
        BoundingSphere(geometry: Geometry3D)
        open fun calculateBounds(geometry: Geometry3D): Unit
        open fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        open fun getBoundingColor(): Int
        open fun getPosition(): Vector3
        open fun getRadius(): Double
        open fun getScale(): Double
        open fun getScaledRadius(): Double
        open fun getVisual(): Object3D
        open fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        open fun setBoundingColor(color: Int): Unit
        open fun toString(): String
        open fun transform(matrix: Matrix4): Unit
      interface IBoundingVolume
        Module Contents static val DEFAULT_COLOR: Int
        abstract fun calculateBounds(geometry: Geometry3D): Unit
        abstract fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        abstract fun getBoundingColor(): Int
        abstract fun getPosition(): Vector3
        abstract fun getVisual(): Object3D
        abstract fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        abstract fun setBoundingColor(color: Int): Unit
        abstract fun transform(matrix: Matrix4): Unit
      interface IBoundingVolume
        Module Contents static val DEFAULT_COLOR: Int
        abstract fun calculateBounds(geometry: Geometry3D): Unit
        abstract fun drawBoundingVolume(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, mMatrix: Matrix4): Unit
        abstract fun getBoundingColor(): Int
        abstract fun getPosition(): Vector3
        abstract fun getVisual(): Object3D
        abstract fun intersectsWith(boundingVolume: IBoundingVolume): Boolean
        abstract fun setBoundingColor(color: Int): Unit
        abstract fun transform(matrix: Matrix4): Unit
    package org.rajawali3d.cameras
      Module Contents abstract class AObjectCamera : Camera
        Module Contents AObjectCamera()
        AObjectCamera(cameraOffset: Vector3)
        AObjectCamera(cameraOffset: Vector3, linkedObject: Object3D)
        open fun getCameraOffset(): Vector3
        open fun getLinkedObject(): Object3D
        open fun setCameraOffset(offset: Vector3): Unit
        open fun setLinkedObject(object: Object3D): Unit
      abstract class AObjectCamera : Camera
        Module Contents AObjectCamera()
        AObjectCamera(cameraOffset: Vector3)
        AObjectCamera(cameraOffset: Vector3, linkedObject: Object3D)
        open fun getCameraOffset(): Vector3
        open fun getLinkedObject(): Object3D
        open fun setCameraOffset(offset: Vector3): Unit
        open fun setLinkedObject(object: Object3D): Unit
      open class ArcballCamera : Camera
        Module Contents ArcballCamera(context: Context, view: View)
        ArcballCamera(context: Context, view: View, target: Object3D)
        open fun getScreenMappingRatio(): Float
        open fun getTarget(): Object3D
        open fun getViewMatrix(): Matrix4
        open fun resetCameraOrientation(): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setScreenMappingRatio(ratio: Float): Unit
        open fun setTarget(target: Object3D): Unit
      open class ArcballCamera : Camera
        Module Contents ArcballCamera(context: Context, view: View)
        ArcballCamera(context: Context, view: View, target: Object3D)
        open fun getScreenMappingRatio(): Float
        open fun getTarget(): Object3D
        open fun getViewMatrix(): Matrix4
        open fun resetCameraOrientation(): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setScreenMappingRatio(ratio: Float): Unit
        open fun setTarget(target: Object3D): Unit
      open class Camera : ATransformable3D
        Module Contents Camera()
        open fun clone(): Camera
        open fun getFarPlane(): Double
        open fun getFieldOfView(): Double
        open fun getFrustum(): Frustum
        open fun getFrustumCorners(points: Array<Vector3>): Unit
        open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean): Unit
        open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean, inverse: Boolean): Unit
        open fun getNearPlane(): Double
        open fun getProjectionMatrix(): Matrix4
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getViewMatrix(): Matrix4
        open fun isInitialized(): Boolean
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
        open fun resetCameraOrientation(): Unit
        open fun setCameraOrientation(quaternion: Quaternion): Unit
        open fun setCameraPitch(angle: Double): Unit
        open fun setCameraRoll(angle: Double): Unit
        open fun setCameraYaw(angle: Double): Unit
        open fun setFarPlane(farPlane: Double): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setNearPlane(nearPlane: Double): Unit
        open fun setProjectionMatrix(matrix: Matrix4): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
        open fun updateFrustum(invVPMatrix: Matrix4): Unit
        open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
        open fun updatePerspective(fovX: Double, fovY: Double): Unit
      open class Camera : ATransformable3D
        Module Contents Camera()
        open fun clone(): Camera
        open fun getFarPlane(): Double
        open fun getFieldOfView(): Double
        open fun getFrustum(): Frustum
        open fun getFrustumCorners(points: Array<Vector3>): Unit
        open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean): Unit
        open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean, inverse: Boolean): Unit
        open fun getNearPlane(): Double
        open fun getProjectionMatrix(): Matrix4
        open fun getTransformedBoundingVolume(): IBoundingVolume
        open fun getViewMatrix(): Matrix4
        open fun isInitialized(): Boolean
        open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
        open fun resetCameraOrientation(): Unit
        open fun setCameraOrientation(quaternion: Quaternion): Unit
        open fun setCameraPitch(angle: Double): Unit
        open fun setCameraRoll(angle: Double): Unit
        open fun setCameraYaw(angle: Double): Unit
        open fun setFarPlane(farPlane: Double): Unit
        open fun setFieldOfView(fieldOfView: Double): Unit
        open fun setNearPlane(nearPlane: Double): Unit
        open fun setProjectionMatrix(matrix: Matrix4): Unit
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
        open fun updateFrustum(invVPMatrix: Matrix4): Unit
        open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
        open fun updatePerspective(fovX: Double, fovY: Double): Unit
      open class Camera2D : Camera
        Module Contents Camera2D()
        open fun getHeight(): Double
        open fun getWidth(): Double
        open fun setHeight(height: Double): Unit
        open fun setProjectionMatrix(widthNotUsed: Int, heightNotUsed: Int): Unit
        open fun setWidth(width: Double): Unit
      open class Camera2D : Camera
        Module Contents Camera2D()
        open fun getHeight(): Double
        open fun getWidth(): Double
        open fun setHeight(height: Double): Unit
        open fun setProjectionMatrix(widthNotUsed: Int, heightNotUsed: Int): Unit
        open fun setWidth(width: Double): Unit
      open class ChaseCamera : AObjectCamera
        Module Contents ChaseCamera()
        ChaseCamera(cameraOffset: Vector3)
        ChaseCamera(cameraOffset: Vector3, objectToChase: Object3D)
        open fun getViewMatrix(): Matrix4
        open fun setLinkedObject(object: Object3D): Unit
      open class ChaseCamera : AObjectCamera
        Module Contents ChaseCamera()
        ChaseCamera(cameraOffset: Vector3)
        ChaseCamera(cameraOffset: Vector3, objectToChase: Object3D)
        open fun getViewMatrix(): Matrix4
        open fun setLinkedObject(object: Object3D): Unit
      open class FirstPersonCamera : AObjectCamera
        Module Contents FirstPersonCamera()
        FirstPersonCamera(cameraOffset: Vector3)
        FirstPersonCamera(cameraOffset: Vector3, object: Object3D)
        open fun getViewMatrix(): Matrix4
      open class FirstPersonCamera : AObjectCamera
        Module Contents FirstPersonCamera()
        FirstPersonCamera(cameraOffset: Vector3)
        FirstPersonCamera(cameraOffset: Vector3, object: Object3D)
        open fun getViewMatrix(): Matrix4
      open class Frustum
        Module Contents Frustum()
        open fun boundsInFrustum(bounds: BoundingBox): Boolean
        open fun pointInFrustum(point: Vector3): Boolean
        open fun sphereInFrustum(center: Vector3, radius: Double): Boolean
        open fun update(inverseProjectionView: Matrix4): Unit
      open class Frustum
        Module Contents Frustum()
        open fun boundsInFrustum(bounds: BoundingBox): Boolean
        open fun pointInFrustum(point: Vector3): Boolean
        open fun sphereInFrustum(center: Vector3, radius: Double): Boolean
        open fun update(inverseProjectionView: Matrix4): Unit
      open class OrthographicCamera : Camera
        Module Contents OrthographicCamera()
        open fun getZoom(): Double
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setZoom(zoom: Double): Unit
      open class OrthographicCamera : Camera
        Module Contents OrthographicCamera()
        open fun getZoom(): Double
        open fun setProjectionMatrix(width: Int, height: Int): Unit
        open fun setZoom(zoom: Double): Unit
    package org.rajawali3d.curves
      Module Contents abstract class ASpiral3D : ICurve3D
        Module Contents ASpiral3D(density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePointDegrees(result: Vector3, theta: Double): Unit
        abstract fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      abstract class ASpiral3D : ICurve3D
        Module Contents ASpiral3D(density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePointDegrees(result: Vector3, theta: Double): Unit
        abstract fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class ArchimedeanSpiral3D : ASpiral3D
        Module Contents ArchimedeanSpiral3D(scale: Double, density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
      open class ArchimedeanSpiral3D : ASpiral3D
        Module Contents ArchimedeanSpiral3D(scale: Double, density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
      open class CatmullRomCurve3D : ICurve3D
        Module Contents CatmullRomCurve3D()
        open fun addPoint(point: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun getLength(segments: Int): Double
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3
        open fun getPoints(): MutableList<Vector3>
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        open fun reparametrizeForUniformDistribution(resolution: Int): Unit
        open fun selectPoint(point: Vector3): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CatmullRomCurve3D : ICurve3D
        Module Contents CatmullRomCurve3D()
        open fun addPoint(point: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun getLength(segments: Int): Double
        open fun getNumPoints(): Int
        open fun getPoint(index: Int): Vector3
        open fun getPoints(): MutableList<Vector3>
        open fun isClosedCurve(closed: Boolean): Unit
        open fun isClosedCurve(): Boolean
        open fun reparametrizeForUniformDistribution(resolution: Int): Unit
        open fun selectPoint(point: Vector3): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CompoundCurve3D : ICurve3D
        Module Contents CompoundCurve3D()
        open fun addCurve(curve: ICurve3D): Unit
        open fun calculatePoint(point: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun getNumCurves(): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CompoundCurve3D : ICurve3D
        Module Contents CompoundCurve3D()
        open fun addCurve(curve: ICurve3D): Unit
        open fun calculatePoint(point: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun getNumCurves(): Int
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CubicBezierCurve3D : ICurve3D
        Module Contents CubicBezierCurve3D()
        CubicBezierCurve3D(point1: Vector3, controlPoint1: Vector3, controlPoint2: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, controlPoint1: Vector3, controlPoint2: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class CubicBezierCurve3D : ICurve3D
        Module Contents CubicBezierCurve3D()
        CubicBezierCurve3D(point1: Vector3, controlPoint1: Vector3, controlPoint2: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, controlPoint1: Vector3, controlPoint2: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      interface ICurve3D
        Module Contents abstract fun calculatePoint(result: Vector3, t: Double): Unit
        abstract fun getCurrentTangent(): Vector3
        abstract fun setCalculateTangents(calculateTangents: Boolean): Unit
      interface ICurve3D
        Module Contents abstract fun calculatePoint(result: Vector3, t: Double): Unit
        abstract fun getCurrentTangent(): Vector3
        abstract fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LinearBezierCurve3D : ICurve3D
        Module Contents LinearBezierCurve3D()
        LinearBezierCurve3D(point1: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LinearBezierCurve3D : ICurve3D
        Module Contents LinearBezierCurve3D()
        LinearBezierCurve3D(point1: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LogarithmicSpiral3D : ASpiral3D
        Module Contents LogarithmicSpiral3D(density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3, theta: Double): Unit
        open fun calculatePointDegrees(result: Vector3, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class LogarithmicSpiral3D : ASpiral3D
        Module Contents LogarithmicSpiral3D(density: Double, start: Vector3, normal: Vector3, spiralIn: Boolean)
        open fun calculatePoint(result: Vector3, theta: Double): Unit
        open fun calculatePointDegrees(result: Vector3, theta: Double): Unit
        open fun calculateThetaForRadius(r: Double): Double
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class QuadraticBezierCurve3D : ICurve3D
        Module Contents QuadraticBezierCurve3D()
        QuadraticBezierCurve3D(point1: Vector3, controlPoint: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, controlPoint: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class QuadraticBezierCurve3D : ICurve3D
        Module Contents QuadraticBezierCurve3D()
        QuadraticBezierCurve3D(point1: Vector3, controlPoint: Vector3, point2: Vector3)
        open fun addPoint(point1: Vector3, controlPoint: Vector3, point2: Vector3): Unit
        open fun calculatePoint(result: Vector3, t: Double): Unit
        open fun getCurrentTangent(): Vector3
        open fun setCalculateTangents(calculateTangents: Boolean): Unit
      open class SVGPath
        Module Contents SVGPath()
        open fun parseResourceString(context: Context, resourceId: Int): MutableList<CompoundCurve3D>
        open fun parseString(pathString: String): MutableList<CompoundCurve3D>
      open class SVGPath
        Module Contents SVGPath()
        open fun parseResourceString(context: Context, resourceId: Int): MutableList<CompoundCurve3D>
        open fun parseString(pathString: String): MutableList<CompoundCurve3D>
    package org.rajawali3d.debug
      Module Contents open class CoordinateTrident : Object3D
        Module Contents CoordinateTrident()
      open class CoordinateTrident : Object3D
        Module Contents CoordinateTrident()
      open class DebugBoundingBox : DebugObject3D
        Module Contents DebugBoundingBox()
        DebugBoundingBox(light: ALight, color: Int, lineThickness: Int)
        open fun updateBoundingBox(boundingBox: BoundingBox): Unit
      open class DebugBoundingBox : DebugObject3D
        Module Contents DebugBoundingBox()
        DebugBoundingBox(light: ALight, color: Int, lineThickness: Int)
        open fun updateBoundingBox(boundingBox: BoundingBox): Unit
      open class DebugCamera : DebugObject3D
        Module Contents DebugCamera(camera: Camera)
        DebugCamera(camera: Camera, color: Int, lineThickness: Int)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun updateFrustum(): Unit
      open class DebugCamera : DebugObject3D
        Module Contents DebugCamera(camera: Camera)
        DebugCamera(camera: Camera, color: Int, lineThickness: Int)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun updateFrustum(): Unit
      open class DebugLight : DebugObject3D
        Module Contents DebugLight(light: ALight)
        DebugLight(light: ALight, color: Int, lineThickness: Int)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
      open class DebugLight : DebugObject3D
        Module Contents DebugLight(light: ALight)
        DebugLight(light: ALight, color: Int, lineThickness: Int)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
      open class DebugObject3D : Line3D
        Module Contents DebugObject3D()
        DebugObject3D(color: Int, lineThickness: Int)
        open fun setRenderer(renderer: Renderer): Unit
      open class DebugObject3D : Line3D
        Module Contents DebugObject3D()
        DebugObject3D(color: Int, lineThickness: Int)
        open fun setRenderer(renderer: Renderer): Unit
      abstract class DebugRenderer : Renderer
        Module Contents DebugRenderer(context: Context, debugConfig: Builder, registerForResources: Boolean)
        open fun onRenderFrame(gl: GL10): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
      abstract class DebugRenderer : Renderer
        Module Contents DebugRenderer(context: Context, debugConfig: Builder, registerForResources: Boolean)
        open fun onRenderFrame(gl: GL10): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
      open class DebugVisualizer : Object3D
        Module Contents DebugVisualizer(renderer: Renderer)
        open fun addChild(child: DebugObject3D): Unit
      open class DebugVisualizer : Object3D
        Module Contents DebugVisualizer(renderer: Renderer)
        open fun addChild(child: DebugObject3D): Unit
      open class GLDebugger
        Module Contents class Builder
          Module Contents Builder()
          fun build(): GLDebugger
          fun checkAllGLErrors(): Unit
          fun checkSameThread(): Unit
          fun enableLogArgumentNames(): Unit
          fun setEGL(egl: EGL): Unit
          fun setGL(gl: GL): Unit
        open fun getEGL(): EGL
        open fun getGL(): GL10
      open class GLDebugger
        Module Contents class Builder
          Module Contents Builder()
          fun build(): GLDebugger
          fun checkAllGLErrors(): Unit
          fun checkSameThread(): Unit
          fun enableLogArgumentNames(): Unit
          fun setEGL(egl: EGL): Unit
          fun setGL(gl: GL): Unit
        open fun getEGL(): EGL
        open fun getGL(): GL10
      open class GridFloor : DebugObject3D
        Module Contents GridFloor()
        GridFloor(size: Float)
        GridFloor(size: Float, color: Int, lineThickness: Int, numLines: Int)
      open class GridFloor : DebugObject3D
        Module Contents GridFloor()
        GridFloor(size: Float)
        GridFloor(size: Float, color: Int, lineThickness: Int, numLines: Int)
    package org.rajawali3d.extras
      Module Contents open class LensFlare
        Module Contents LensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3)
        open class FlareInfo
          Module Contents FlareInfo(texture: ASingleTexture, size: Int, distance: Double, screenPosition: Vector3, color: Vector3, opacity: Double)
          open fun getColor(): Vector3
          open fun getDistance(): Double
          open fun getOpacity(): Double
          open fun getRotation(): Double
          open fun getScale(): Double
          open fun getScreenPosition(): Vector3
          open fun getSize(): Int
          open fun getTexture(): ASingleTexture
          open fun getWantedRotation(): Double
          open fun setColor(color: DoubleArray): Unit
          open fun setColor(color: Vector3): Unit
          open fun setDistance(distance: Double): Unit
          open fun setOpacity(opacity: Double): Unit
          open fun setRotation(rotation: Double): Unit
          open fun setScale(scale: Double): Unit
          open fun setScreenPosition(x: Double, y: Double): Unit
          open fun setScreenPosition(screenPosition: DoubleArray): Unit
          open fun setScreenPosition(screenPosition: Vector3): Unit
          open fun setSize(size: Int): Unit
          open fun setTexture(texture: ASingleTexture): Unit
          open fun setWantedRotation(wantedRotation: Double): Unit
        open fun addLensFlare(texture: ASingleTexture): Unit
        open fun addLensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3): Unit
        open fun addLensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3, opacity: Double): Unit
        open fun getLensFlares(): ArrayList<FlareInfo>
        open fun getPosition(): Vector3
        open fun getPositionScreen(): Vector3
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setPosition(position: Vector3): Unit
        open fun setPositionScreen(x: Double, y: Double, z: Double): Unit
        open fun setPositionScreen(position: Vector3): Unit
        open fun updateLensFlares(): Unit
      open class LensFlare
        Module Contents LensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3)
        open class FlareInfo
          Module Contents FlareInfo(texture: ASingleTexture, size: Int, distance: Double, screenPosition: Vector3, color: Vector3, opacity: Double)
          open fun getColor(): Vector3
          open fun getDistance(): Double
          open fun getOpacity(): Double
          open fun getRotation(): Double
          open fun getScale(): Double
          open fun getScreenPosition(): Vector3
          open fun getSize(): Int
          open fun getTexture(): ASingleTexture
          open fun getWantedRotation(): Double
          open fun setColor(color: DoubleArray): Unit
          open fun setColor(color: Vector3): Unit
          open fun setDistance(distance: Double): Unit
          open fun setOpacity(opacity: Double): Unit
          open fun setRotation(rotation: Double): Unit
          open fun setScale(scale: Double): Unit
          open fun setScreenPosition(x: Double, y: Double): Unit
          open fun setScreenPosition(screenPosition: DoubleArray): Unit
          open fun setScreenPosition(screenPosition: Vector3): Unit
          open fun setSize(size: Int): Unit
          open fun setTexture(texture: ASingleTexture): Unit
          open fun setWantedRotation(wantedRotation: Double): Unit
        open fun addLensFlare(texture: ASingleTexture): Unit
        open fun addLensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3): Unit
        open fun addLensFlare(texture: ASingleTexture, size: Int, distance: Double, color: Vector3, opacity: Double): Unit
        open fun getLensFlares(): ArrayList<FlareInfo>
        open fun getPosition(): Vector3
        open fun getPositionScreen(): Vector3
        open fun setPosition(x: Double, y: Double, z: Double): Unit
        open fun setPosition(position: Vector3): Unit
        open fun setPositionScreen(x: Double, y: Double, z: Double): Unit
        open fun setPositionScreen(position: Vector3): Unit
        open fun updateLensFlares(): Unit
    package org.rajawali3d.lights
      Module Contents abstract class ALight : ATransformable3D
        Module Contents ALight(lightType: Int)
        static val DIRECTIONAL_LIGHT: Int
        static val POINT_LIGHT: Int
        static val SPOT_LIGHT: Int
        open fun getColor(): FloatArray
        open fun getLightType(): Int
        open fun getPositionArray(): DoubleArray
        open fun getPower(): Float
        open fun setColor(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3): Unit
        open fun setLightType(lightType: Int): Unit
        open fun setPower(power: Float): Unit
        open fun shouldUseObjectTransform(): Boolean
        open fun shouldUseObjectTransform(useObjectTransform: Boolean): Unit
      abstract class ALight : ATransformable3D
        Module Contents ALight(lightType: Int)
        static val DIRECTIONAL_LIGHT: Int
        static val POINT_LIGHT: Int
        static val SPOT_LIGHT: Int
        open fun getColor(): FloatArray
        open fun getLightType(): Int
        open fun getPositionArray(): DoubleArray
        open fun getPower(): Float
        open fun setColor(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: Vector3): Unit
        open fun setLightType(lightType: Int): Unit
        open fun setPower(power: Float): Unit
        open fun shouldUseObjectTransform(): Boolean
        open fun shouldUseObjectTransform(useObjectTransform: Boolean): Unit
      open class DirectionalLight : ALight
        Module Contents DirectionalLight()
        DirectionalLight(xDir: Double, yDir: Double, zDir: Double)
        open fun getDirection(): DoubleArray
        open fun getDirectionVector(): Vector3
        open fun resetToLookAt(upAxis: Vector3): ATransformable3D
      open class DirectionalLight : ALight
        Module Contents DirectionalLight()
        DirectionalLight(xDir: Double, yDir: Double, zDir: Double)
        open fun getDirection(): DoubleArray
        open fun getDirectionVector(): Vector3
        open fun resetToLookAt(upAxis: Vector3): ATransformable3D
      open class PointLight : ALight
        Module Contents PointLight()
        open fun getAttenuation(): FloatArray
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
      open class PointLight : ALight
        Module Contents PointLight()
        open fun getAttenuation(): FloatArray
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
      open class SpotLight : DirectionalLight
        Module Contents SpotLight()
        SpotLight(xDir: Float, yDir: Float, zDir: Float)
        open fun getAttenuation(): FloatArray
        open fun getCutoffAngle(): Float
        open fun getFalloff(): Float
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
        open fun setCutoffAngle(cutoffAng: Float): Unit
        open fun setFalloff(falloff: Float): Unit
      open class SpotLight : DirectionalLight
        Module Contents SpotLight()
        SpotLight(xDir: Float, yDir: Float, zDir: Float)
        open fun getAttenuation(): FloatArray
        open fun getCutoffAngle(): Float
        open fun getFalloff(): Float
        open fun setAttenuation(range: Float, constant: Float, linear: Float, quadratic: Float): Unit
        open fun setCutoffAngle(cutoffAng: Float): Unit
        open fun setFalloff(falloff: Float): Unit
    package org.rajawali3d.loader
      Module Contents abstract class ALoader : ILoader
        Module Contents ALoader(file: File)
        ALoader(fileOnSDCard: String)
        ALoader(renderer: Renderer, fileOnSDCard: String)
        ALoader(renderer: Renderer, resourceId: Int)
        ALoader(resources: Resources, resourceId: Int)
        ALoader(renderer: Renderer, file: File)
        open fun getTag(): Int
        open fun parse(): ILoader
        open fun setTag(tag: Int): Unit
      abstract class ALoader : ILoader
        Module Contents ALoader(file: File)
        ALoader(fileOnSDCard: String)
        ALoader(renderer: Renderer, fileOnSDCard: String)
        ALoader(renderer: Renderer, resourceId: Int)
        ALoader(resources: Resources, resourceId: Int)
        ALoader(renderer: Renderer, file: File)
        open fun getTag(): Int
        open fun parse(): ILoader
        open fun setTag(tag: Int): Unit
      abstract class AMeshLoader : ALoader, IMeshLoader
        Module Contents AMeshLoader(file: File)
        AMeshLoader(fileOnSDCard: String)
        AMeshLoader(renderer: Renderer, fileOnSDCard: String)
        AMeshLoader(resources: Resources, textureManager: TextureManager, resourceId: Int)
        AMeshLoader(renderer: Renderer, file: File)
        open fun getParsedObject(): Object3D
        open fun parse(): AMeshLoader
      abstract class AMeshLoader : ALoader, IMeshLoader
        Module Contents AMeshLoader(file: File)
        AMeshLoader(fileOnSDCard: String)
        AMeshLoader(renderer: Renderer, fileOnSDCard: String)
        AMeshLoader(resources: Resources, textureManager: TextureManager, resourceId: Int)
        AMeshLoader(renderer: Renderer, file: File)
        open fun getParsedObject(): Object3D
        open fun parse(): AMeshLoader
      interface IAnimatedMeshLoader : ILoader
        Module Contents abstract fun getParsedAnimationObject(): AAnimationObject3D
      interface IAnimatedMeshLoader : ILoader
        Module Contents abstract fun getParsedAnimationObject(): AAnimationObject3D
      interface IAnimationSequenceLoader : ILoader
        Module Contents abstract fun getParsedAnimationSequence(): IAnimationSequence
      interface IAnimationSequenceLoader : ILoader
        Module Contents abstract fun getParsedAnimationSequence(): IAnimationSequence
      interface ILoader
        Module Contents abstract fun parse(): ILoader
      interface ILoader
        Module Contents abstract fun parse(): ILoader
      interface IMeshLoader : ILoader
        Module Contents abstract fun getParsedObject(): Object3D
      interface IMeshLoader : ILoader
        Module Contents abstract fun getParsedObject(): Object3D
      interface IParser
        Module Contents abstract fun parse(): IParser
      interface IParser
        Module Contents abstract fun parse(): IParser
      open class Loader3DSMax : AMeshLoader
        Module Contents Loader3DSMax(renderer: Renderer, resourceID: Int)
        Loader3DSMax(renderer: Renderer, file: File)
        open fun build(): Unit
        open fun clear(): Unit
        open fun parse(): AMeshLoader
      open class Loader3DSMax : AMeshLoader
        Module Contents Loader3DSMax(renderer: Renderer, resourceID: Int)
        Loader3DSMax(renderer: Renderer, file: File)
        open fun build(): Unit
        open fun clear(): Unit
        open fun parse(): AMeshLoader
      open class LoaderAWD : AMeshLoader
        Module Contents LoaderAWD(renderer: Renderer, file: File)
        LoaderAWD(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderAWD(renderer: Renderer, fileOnSDCard: String)
        class AWDLittleEndianDataInputStream : LittleEndianDataInputStream
          Module Contents AWDLittleEndianDataInputStream(in: InputStream)
          class Precision
            Module Contents GEO
            MATRIX
            PROPS
          static val TYPE_AWDBYTEARRAY: Short
          static val TYPE_AWDSTRING: Short
          static val TYPE_BADDR: Short
          static val TYPE_BOOL: Short
          static val TYPE_COLOR: Short
          static val TYPE_FLOAT32: Short
          static val TYPE_FLOAT64: Short
          static val TYPE_INT16: Short
          static val TYPE_INT32: Short
          static val TYPE_INT8: Short
          static val TYPE_MTX3x2: Short
          static val TYPE_MTX3x3: Short
          static val TYPE_MTX4x3: Short
          static val TYPE_MTX4x4: Short
          static val TYPE_NR: Short
          static val TYPE_UINT16: Short
          static val TYPE_UINT32: Short
          static val TYPE_UINT8: Short
          static val TYPE_VECTOR2x1: Short
          static val TYPE_VECTOR3x1: Short
          static val TYPE_VECTOR4x1: Short
          fun readMatrix2D(matrix: FloatArray): Unit
          fun readMatrix3D(matrix: Matrix4, usePrecision: Boolean, convert: Boolean): Unit
          fun readPrecisionNumber(usePrecision: Boolean): Double
          fun readProperties(): Unit
          fun readProperties(expected: SparseArray<Short>): AwdProperties
          fun readUserAttributes(attributes: HashMap<String, Any>): HashMap<String, Any>
          fun readVarString(): String
          fun setPropertyPrecision(flag: Boolean): Unit
        class AwdProperties : HashMap<Short, Any>
          Module Contents AwdProperties()
          fun get(key: Short, fallback: Any): Any
        class BlockHeader
          Module Contents BlockHeader()
          static val FLAG_ACCURACY_GEO: Int
          static val FLAG_ACCURACY_MATRIX: Int
          static val FLAG_ACCURACY_PROPS: Int
          var awdRevision: Int
          var awdVersion: Int
          var blockEnd: Long
          var blockHeaders: SparseArray<BlockHeader>
          var dataLength: Long
          var flags: Int
          var globalPrecisionGeo: Boolean
          var globalPrecisionMatrix: Boolean
          var globalPrecisionProps: Boolean
          var id: Int
          var namespace: Int
          var parser: ABlockParser
          fun toString(): String
          var type: Int
        interface IBlockParser
          Module Contents abstract fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
        open fun getBlockByID(blockID: Int): BlockHeader
        open fun getCompression(): Compression
        open fun getParsedObject(): Object3D
        open fun onBlockParsingFinished(blockParsers: MutableList<IBlockParser>): Unit
        open fun parse(): AMeshLoader
        open fun setAlwaysUseContainer(flag: Boolean): Unit
      open class LoaderAWD : AMeshLoader
        Module Contents LoaderAWD(renderer: Renderer, file: File)
        LoaderAWD(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderAWD(renderer: Renderer, fileOnSDCard: String)
        class AWDLittleEndianDataInputStream : LittleEndianDataInputStream
          Module Contents AWDLittleEndianDataInputStream(in: InputStream)
          class Precision
            Module Contents GEO
            MATRIX
            PROPS
          static val TYPE_AWDBYTEARRAY: Short
          static val TYPE_AWDSTRING: Short
          static val TYPE_BADDR: Short
          static val TYPE_BOOL: Short
          static val TYPE_COLOR: Short
          static val TYPE_FLOAT32: Short
          static val TYPE_FLOAT64: Short
          static val TYPE_INT16: Short
          static val TYPE_INT32: Short
          static val TYPE_INT8: Short
          static val TYPE_MTX3x2: Short
          static val TYPE_MTX3x3: Short
          static val TYPE_MTX4x3: Short
          static val TYPE_MTX4x4: Short
          static val TYPE_NR: Short
          static val TYPE_UINT16: Short
          static val TYPE_UINT32: Short
          static val TYPE_UINT8: Short
          static val TYPE_VECTOR2x1: Short
          static val TYPE_VECTOR3x1: Short
          static val TYPE_VECTOR4x1: Short
          fun readMatrix2D(matrix: FloatArray): Unit
          fun readMatrix3D(matrix: Matrix4, usePrecision: Boolean, convert: Boolean): Unit
          fun readPrecisionNumber(usePrecision: Boolean): Double
          fun readProperties(): Unit
          fun readProperties(expected: SparseArray<Short>): AwdProperties
          fun readUserAttributes(attributes: HashMap<String, Any>): HashMap<String, Any>
          fun readVarString(): String
          fun setPropertyPrecision(flag: Boolean): Unit
        class AwdProperties : HashMap<Short, Any>
          Module Contents AwdProperties()
          fun get(key: Short, fallback: Any): Any
        class BlockHeader
          Module Contents BlockHeader()
          static val FLAG_ACCURACY_GEO: Int
          static val FLAG_ACCURACY_MATRIX: Int
          static val FLAG_ACCURACY_PROPS: Int
          var awdRevision: Int
          var awdVersion: Int
          var blockEnd: Long
          var blockHeaders: SparseArray<BlockHeader>
          var dataLength: Long
          var flags: Int
          var globalPrecisionGeo: Boolean
          var globalPrecisionMatrix: Boolean
          var globalPrecisionProps: Boolean
          var id: Int
          var namespace: Int
          var parser: ABlockParser
          fun toString(): String
          var type: Int
        interface IBlockParser
          Module Contents abstract fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
        open fun getBlockByID(blockID: Int): BlockHeader
        open fun getCompression(): Compression
        open fun getParsedObject(): Object3D
        open fun onBlockParsingFinished(blockParsers: MutableList<IBlockParser>): Unit
        open fun parse(): AMeshLoader
        open fun setAlwaysUseContainer(flag: Boolean): Unit
      open class LoaderGCode : AMeshLoader
        Module Contents LoaderGCode(filename: String)
        LoaderGCode(file: File)
        LoaderGCode(renderer: Renderer, file: File)
        LoaderGCode(renderer: Renderer, fileOnSDCard: String)
        LoaderGCode(resources: Resources, textureManager: TextureManager, resourceId: Int)
        class GCodeFlavor
          Module Contents SKEINFORGE
          SLIC3R
          UNKNOWN
          static fun fromString(val: String): GCodeFlavor
          fun getVal(): Int
          fun toString(): String
        open class GCodeLayer
          Module Contents GCodeLayer()
          open fun getPoints(): Stack<Vector3>
          open fun setPoints(points: Stack<Vector3>): Unit
        open class GCodeLine
          Module Contents GCodeLine()
          GCodeLine(in: String)
          open fun getE(): Float
          open fun getF(): Float
          open fun getOrigin_e(): Float
          open fun getOrigin_f(): Float
          open fun getOrigin_x(): Float
          open fun getOrigin_y(): Float
          open fun getOrigin_z(): Float
          open fun getX(): Float
          open fun getY(): Float
          open fun getZ(): Float
          open fun init(): Unit
          open fun setE(e: Float): Unit
          open fun setF(f: Float): Unit
          open fun setOrigin(line: GCodeLine): Unit
          open fun setOrigin_e(origin_e: Float): Unit
          open fun setOrigin_f(origin_f: Float): Unit
          open fun setOrigin_x(origin_x: Float): Unit
          open fun setOrigin_y(origin_y: Float): Unit
          open fun setOrigin_z(origin_z: Float): Unit
          open fun setX(x: Float): Unit
          open fun setY(y: Float): Unit
          open fun setZ(z: Float): Unit
        class GCodeParseException : ParsingException
          Module Contents GCodeParseException(msg: String)
        class SupportedCommands
          Module Contents G1
          G21
          G90
          G91
          G92
          M82
          M84
          static fun fromString(val: String): SupportedCommands
          fun getVal(): Int
          fun toString(): String
        open fun getMetaData(): HashMap<String, String>
        open fun init(): Unit
        open fun parse(): AMeshLoader
        open fun setMetaData(metaData: HashMap<String, String>): Unit
        static fun tasteFlavor(file: File): GCodeFlavor
        static fun tasteFlavor(res: Resources, resId: Int): GCodeFlavor
        static fun tasteFlavor(buffer: BufferedInputStream): GCodeFlavor
      open class LoaderGCode : AMeshLoader
        Module Contents LoaderGCode(filename: String)
        LoaderGCode(file: File)
        LoaderGCode(renderer: Renderer, file: File)
        LoaderGCode(renderer: Renderer, fileOnSDCard: String)
        LoaderGCode(resources: Resources, textureManager: TextureManager, resourceId: Int)
        class GCodeFlavor
          Module Contents SKEINFORGE
          SLIC3R
          UNKNOWN
          static fun fromString(val: String): GCodeFlavor
          fun getVal(): Int
          fun toString(): String
        open class GCodeLayer
          Module Contents GCodeLayer()
          open fun getPoints(): Stack<Vector3>
          open fun setPoints(points: Stack<Vector3>): Unit
        open class GCodeLine
          Module Contents GCodeLine()
          GCodeLine(in: String)
          open fun getE(): Float
          open fun getF(): Float
          open fun getOrigin_e(): Float
          open fun getOrigin_f(): Float
          open fun getOrigin_x(): Float
          open fun getOrigin_y(): Float
          open fun getOrigin_z(): Float
          open fun getX(): Float
          open fun getY(): Float
          open fun getZ(): Float
          open fun init(): Unit
          open fun setE(e: Float): Unit
          open fun setF(f: Float): Unit
          open fun setOrigin(line: GCodeLine): Unit
          open fun setOrigin_e(origin_e: Float): Unit
          open fun setOrigin_f(origin_f: Float): Unit
          open fun setOrigin_x(origin_x: Float): Unit
          open fun setOrigin_y(origin_y: Float): Unit
          open fun setOrigin_z(origin_z: Float): Unit
          open fun setX(x: Float): Unit
          open fun setY(y: Float): Unit
          open fun setZ(z: Float): Unit
        class GCodeParseException : ParsingException
          Module Contents GCodeParseException(msg: String)
        class SupportedCommands
          Module Contents G1
          G21
          G90
          G91
          G92
          M82
          M84
          static fun fromString(val: String): SupportedCommands
          fun getVal(): Int
          fun toString(): String
        open fun getMetaData(): HashMap<String, String>
        open fun init(): Unit
        open fun parse(): AMeshLoader
        open fun setMetaData(metaData: HashMap<String, String>): Unit
        static fun tasteFlavor(file: File): GCodeFlavor
        static fun tasteFlavor(res: Resources, resId: Int): GCodeFlavor
        static fun tasteFlavor(buffer: BufferedInputStream): GCodeFlavor
      open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD2(renderer: Renderer, fileOnSDCard: String)
        LoaderMD2(renderer: Renderer, resourceId: Int)
        LoaderMD2(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderMD2(renderer: Renderer, file: File)
        open fun duplicateAndAppendVertices(frameNumber: Int, indices: IntArray): Unit
        open fun getParsedAnimationObject(): AAnimationObject3D
        open fun parse(): LoaderMD2
      open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD2(renderer: Renderer, fileOnSDCard: String)
        LoaderMD2(renderer: Renderer, resourceId: Int)
        LoaderMD2(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderMD2(renderer: Renderer, file: File)
        open fun duplicateAndAppendVertices(frameNumber: Int, indices: IntArray): Unit
        open fun getParsedAnimationObject(): AAnimationObject3D
        open fun parse(): LoaderMD2
      open class LoaderOBJ : AMeshLoader
        Module Contents LoaderOBJ(renderer: Renderer, fileOnSDCard: String)
        LoaderOBJ(renderer: Renderer, resourceId: Int)
        LoaderOBJ(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderOBJ(renderer: Renderer, file: File)
        open fun parse(): LoaderOBJ
        open fun toString(): String
      open class LoaderOBJ : AMeshLoader
        Module Contents LoaderOBJ(renderer: Renderer, fileOnSDCard: String)
        LoaderOBJ(renderer: Renderer, resourceId: Int)
        LoaderOBJ(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderOBJ(renderer: Renderer, file: File)
        open fun parse(): LoaderOBJ
        open fun toString(): String
      open class LoaderSTL : AMeshLoader
        Module Contents LoaderSTL(renderer: Renderer, file: File)
        LoaderSTL(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderSTL(renderer: Renderer, fileOnSDCard: String)
        class StlParseException : ParsingException
          Module Contents StlParseException(msg: String)
        class StlType
          Module Contents ASCII
          BINARY
          UNKNOWN
        static fun isASCII(file: File): Boolean
        static fun isASCII(res: Resources, resId: Int): Boolean
        static fun isASCII(buffer: BufferedReader): Boolean
        open fun parse(): AMeshLoader
        open fun parse(type: StlType): AMeshLoader
      open class LoaderSTL : AMeshLoader
        Module Contents LoaderSTL(renderer: Renderer, file: File)
        LoaderSTL(resources: Resources, textureManager: TextureManager, resourceId: Int)
        LoaderSTL(renderer: Renderer, fileOnSDCard: String)
        class StlParseException : ParsingException
          Module Contents StlParseException(msg: String)
        class StlType
          Module Contents ASCII
          BINARY
          UNKNOWN
        static fun isASCII(file: File): Boolean
        static fun isASCII(res: Resources, resId: Int): Boolean
        static fun isASCII(buffer: BufferedReader): Boolean
        open fun parse(): AMeshLoader
        open fun parse(type: StlType): AMeshLoader
      open class ParsingException : Exception
        Module Contents ParsingException()
        ParsingException(msg: String)
        ParsingException(throwable: Throwable)
        ParsingException(msg: String, throwable: Throwable)
      open class ParsingException : Exception
        Module Contents ParsingException()
        ParsingException(msg: String)
        ParsingException(throwable: Throwable)
        ParsingException(msg: String, throwable: Throwable)
    package org.rajawali3d.loader.async
      Module Contents interface IAsyncLoaderCallback
        Module Contents abstract fun onModelLoadComplete(loader: ALoader): Unit
        abstract fun onModelLoadFailed(loader: ALoader): Unit
      interface IAsyncLoaderCallback
        Module Contents abstract fun onModelLoadComplete(loader: ALoader): Unit
        abstract fun onModelLoadFailed(loader: ALoader): Unit
    package org.rajawali3d.loader.awd
      Module Contents abstract class ABaseObjectBlockParser : ABlockParser
        Module Contents ABaseObjectBlockParser()
        abstract fun getBaseObject3D(): Object3D
      abstract class ABaseObjectBlockParser : ABlockParser
        Module Contents ABaseObjectBlockParser()
        abstract fun getBaseObject3D(): Object3D
      abstract class ABlockLoader : IBlockParser
        Module Contents ABlockLoader()
        open fun getBaseObject3D(): Object3D
      abstract class ABlockLoader : IBlockParser
        Module Contents ABlockLoader()
        open fun getBaseObject3D(): Object3D
      abstract class ABlockParser : IBlockParser
        Module Contents ABlockParser()
      abstract class ABlockParser : IBlockParser
        Module Contents ABlockParser()
      abstract class AExportableBlockParser : ABaseObjectBlockParser
        Module Contents AExportableBlockParser()
      abstract class AExportableBlockParser : ABaseObjectBlockParser
        Module Contents AExportableBlockParser()
      abstract class ATextureBlockParser : ABlockParser
        Module Contents ATextureBlockParser()
        abstract fun getMaterial(): Material
      abstract class ATextureBlockParser : ABlockParser
        Module Contents ATextureBlockParser()
        abstract fun getMaterial(): Material
      open class BlockAnimationSet : ABlockParser
        Module Contents BlockAnimationSet()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockAnimationSet : ABlockParser
        Module Contents BlockAnimationSet()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockAnimator : ABlockParser
        Module Contents BlockAnimator()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockAnimator : ABlockParser
        Module Contents BlockAnimator()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockBitmapTexture : ABlockParser
        Module Contents BlockBitmapTexture()
        static val IMAGE_TYPE_EMBEDDED: Byte
        static val IMAGE_TYPE_EXTERNAL: Byte
        open fun getTexture(): Bitmap
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockBitmapTexture : ABlockParser
        Module Contents BlockBitmapTexture()
        static val IMAGE_TYPE_EMBEDDED: Byte
        static val IMAGE_TYPE_EXTERNAL: Byte
        open fun getTexture(): Bitmap
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCamera : ABlockParser
        Module Contents BlockCamera()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCamera : ABlockParser
        Module Contents BlockCamera()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCommand : ABlockParser
        Module Contents BlockCommand()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCommand : ABlockParser
        Module Contents BlockCommand()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockContainer : ABaseObjectBlockParser
        Module Contents BlockContainer()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockContainer : ABaseObjectBlockParser
        Module Contents BlockContainer()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCubeTexture : ABlockParser
        Module Contents BlockCubeTexture()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockCubeTexture : ABlockParser
        Module Contents BlockCubeTexture()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockLight : ABlockParser
        Module Contents BlockLight()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockLight : ABlockParser
        Module Contents BlockLight()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockLightPicker : ABlockParser
        Module Contents BlockLightPicker()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockLightPicker : ABlockParser
        Module Contents BlockLightPicker()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshInstance : AExportableBlockParser
        Module Contents BlockMeshInstance()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshInstance : AExportableBlockParser
        Module Contents BlockMeshInstance()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshPose : ABlockParser
        Module Contents BlockMeshPose()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshPose : ABlockParser
        Module Contents BlockMeshPose()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshPoseAnimation : ABlockParser
        Module Contents BlockMeshPoseAnimation()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMeshPoseAnimation : ABlockParser
        Module Contents BlockMeshPoseAnimation()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMetaData : ABlockParser
        Module Contents BlockMetaData()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockMetaData : ABlockParser
        Module Contents BlockMetaData()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockNamespace : ABlockParser
        Module Contents BlockNamespace()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockNamespace : ABlockParser
        Module Contents BlockNamespace()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockPrimitiveGeometry : ABaseObjectBlockParser
        Module Contents BlockPrimitiveGeometry()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockPrimitiveGeometry : ABaseObjectBlockParser
        Module Contents BlockPrimitiveGeometry()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockScene : ABlockParser
        Module Contents BlockScene()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockScene : ABlockParser
        Module Contents BlockScene()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockShadowMethod : ABlockParser
        Module Contents BlockShadowMethod()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockShadowMethod : ABlockParser
        Module Contents BlockShadowMethod()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSharedMethod : ABlockParser
        Module Contents BlockSharedMethod()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSharedMethod : ABlockParser
        Module Contents BlockSharedMethod()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSimpleMaterial : ATextureBlockParser
        Module Contents BlockSimpleMaterial()
        static val MATERIAL_TYPE_COLOR: Byte
        static val MATERIAL_TYPE_TEXTURE: Byte
        open fun getMaterial(): Material
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSimpleMaterial : ATextureBlockParser
        Module Contents BlockSimpleMaterial()
        static val MATERIAL_TYPE_COLOR: Byte
        static val MATERIAL_TYPE_TEXTURE: Byte
        open fun getMaterial(): Material
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeleton : ABlockParser
        Module Contents BlockSkeleton()
        open fun getJoints(): Array<SkeletonJoint>
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeleton : ABlockParser
        Module Contents BlockSkeleton()
        open fun getJoints(): Array<SkeletonJoint>
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeletonAnimation : ABlockParser
        Module Contents BlockSkeletonAnimation()
        open fun getAnimation(): SkeletalAnimationSequence
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeletonAnimation : ABlockParser
        Module Contents BlockSkeletonAnimation()
        open fun getAnimation(): SkeletalAnimationSequence
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeletonPose : ABlockParser
        Module Contents BlockSkeletonPose()
        open fun getPoses(): SkeletalAnimationFrame
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkeletonPose : ABlockParser
        Module Contents BlockSkeletonPose()
        open fun getPoses(): SkeletalAnimationFrame
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkybox : ABlockParser
        Module Contents BlockSkybox()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockSkybox : ABlockParser
        Module Contents BlockSkybox()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockTextureProjector : ABlockParser
        Module Contents BlockTextureProjector()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockTextureProjector : ABlockParser
        Module Contents BlockTextureProjector()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockTriangleGeometry : ABaseObjectBlockParser
        Module Contents BlockTriangleGeometry()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockTriangleGeometry : ABaseObjectBlockParser
        Module Contents BlockTriangleGeometry()
        open fun getBaseObject3D(): Object3D
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockUVAnimation : ABlockParser
        Module Contents BlockUVAnimation()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class BlockUVAnimation : ABlockParser
        Module Contents BlockUVAnimation()
        open fun parseBlock(dis: AWDLittleEndianDataInputStream, blockHeader: BlockHeader): Unit
      open class SceneGraphBlock
        Module Contents SceneGraphBlock()
        var lookupName: String
        var parentID: Int
        open fun readGraphData(blockHeader: BlockHeader, awddis: AWDLittleEndianDataInputStream): Unit
        val transformMatrix: Matrix4
      open class SceneGraphBlock
        Module Contents SceneGraphBlock()
        var lookupName: String
        var parentID: Int
        open fun readGraphData(blockHeader: BlockHeader, awddis: AWDLittleEndianDataInputStream): Unit
        val transformMatrix: Matrix4
    package org.rajawali3d.loader.awd.exceptions
      Module Contents open class NotImplementedParsingException : ParsingException
        Module Contents NotImplementedParsingException()
      open class NotImplementedParsingException : ParsingException
        Module Contents NotImplementedParsingException()
      open class NotParsableException : ParsingException
        Module Contents NotParsableException(msg: String)
      open class NotParsableException : ParsingException
        Module Contents NotParsableException(msg: String)
    package org.rajawali3d.loader.fbx
      Module Contents open class FBXValues
        Module Contents FBXValues()
        open class FBXColor4
          Module Contents FBXColor4(vals: String)
          var color: Int
        open class FBXFloatBuffer
          Module Contents FBXFloatBuffer(floats: String)
          var data: FloatArray
        open class FBXIntBuffer
          Module Contents FBXIntBuffer(ints: String)
          var data: IntArray
        open class FBXMatrix
          Module Contents FBXMatrix(vals: String)
          var data: FloatArray
        static val MODELTYPE_CAMERA: String
        static val MODELTYPE_CAMERA_SWITCHER: String
        static val MODELTYPE_LIGHT: String
        static val MODELTYPE_MESH: String
        var connections: Connections
        var creationTime: String
        var creator: String
        var definitions: Definitions
        var fbxHeaderExtension: FBXHeaderExtension
        var objects: Objects
        var relations: Relations
        var takes: Takes
        var version5: Version5
      open class FBXValues
        Module Contents FBXValues()
        open class FBXColor4
          Module Contents FBXColor4(vals: String)
          var color: Int
        open class FBXFloatBuffer
          Module Contents FBXFloatBuffer(floats: String)
          var data: FloatArray
        open class FBXIntBuffer
          Module Contents FBXIntBuffer(ints: String)
          var data: IntArray
        open class FBXMatrix
          Module Contents FBXMatrix(vals: String)
          var data: FloatArray
        static val MODELTYPE_CAMERA: String
        static val MODELTYPE_CAMERA_SWITCHER: String
        static val MODELTYPE_LIGHT: String
        static val MODELTYPE_MESH: String
        var connections: Connections
        var creationTime: String
        var creator: String
        var definitions: Definitions
        var fbxHeaderExtension: FBXHeaderExtension
        var objects: Objects
        var relations: Relations
        var takes: Takes
        var version5: Version5
      open class LoaderFBX : AMeshLoader
        Module Contents LoaderFBX(renderer: Renderer, fileOnSDCard: String)
        LoaderFBX(renderer: Renderer, file: File)
        LoaderFBX(renderer: Renderer, resourceId: Int)
        open static fun convertFloats(floats: MutableList<Float>): FloatArray
        open static fun convertIntegers(integers: MutableList<Int>): IntArray
        open fun parse(): LoaderFBX
      open class LoaderFBX : AMeshLoader
        Module Contents LoaderFBX(renderer: Renderer, fileOnSDCard: String)
        LoaderFBX(renderer: Renderer, file: File)
        LoaderFBX(renderer: Renderer, resourceId: Int)
        open static fun convertFloats(floats: MutableList<Float>): FloatArray
        open static fun convertIntegers(integers: MutableList<Int>): IntArray
        open fun parse(): LoaderFBX
    package org.rajawali3d.loader.md5
      Module Contents open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
        Module Contents LoaderMD5Anim(animationName: String, renderer: Renderer, fileOnSDCard: String)
        LoaderMD5Anim(animationName: String, renderer: Renderer, resourceId: Int)
        open fun getParsedAnimationSequence(): IAnimationSequence
        open fun parse(): LoaderMD5Anim
      open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
        Module Contents LoaderMD5Anim(animationName: String, renderer: Renderer, fileOnSDCard: String)
        LoaderMD5Anim(animationName: String, renderer: Renderer, resourceId: Int)
        open fun getParsedAnimationSequence(): IAnimationSequence
        open fun parse(): LoaderMD5Anim
      open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD5Mesh(renderer: Renderer, fileOnSDCard: String)
        LoaderMD5Mesh(renderer: Renderer, resourceId: Int)
        LoaderMD5Mesh(resources: Resources, textureManager: TextureManager, resourceId: Int)
        open fun getParsedAnimationObject(): AAnimationObject3D
        var mBindPoseMatrix: DoubleArray
        var mInverseBindPoseMatrix: Array<DoubleArray>
        open fun parse(): LoaderMD5Mesh
      open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
        Module Contents LoaderMD5Mesh(renderer: Renderer, fileOnSDCard: String)
        LoaderMD5Mesh(renderer: Renderer, resourceId: Int)
        LoaderMD5Mesh(resources: Resources, textureManager: TextureManager, resourceId: Int)
        open fun getParsedAnimationObject(): AAnimationObject3D
        var mBindPoseMatrix: DoubleArray
        var mInverseBindPoseMatrix: Array<DoubleArray>
        open fun parse(): LoaderMD5Mesh
    package org.rajawali3d.materials
      Module Contents abstract class AResourceManager
        Module Contents AResourceManager()
        open fun getContext(): Context
        open fun getRenderer(): Renderer
        open fun registerRenderer(renderer: Renderer): Unit
        open fun setContext(context: Context): Unit
        open fun unregisterRenderer(renderer: Renderer): Unit
      abstract class AResourceManager
        Module Contents AResourceManager()
        open fun getContext(): Context
        open fun getRenderer(): Renderer
        open fun registerRenderer(renderer: Renderer): Unit
        open fun setContext(context: Context): Unit
        open fun unregisterRenderer(renderer: Renderer): Unit
      open class Material
        Module Contents Material()
        Material(deferCapabilitiesCheck: Boolean)
        Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader)
        Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader, deferCapabilitiesCheck: Boolean)
        class PluginInsertLocation
          Module Contents IGNORE
          POST_TRANSFORM
          PRE_ALPHA
          PRE_DIFFUSE
          PRE_LIGHTING
          PRE_SPECULAR
          PRE_TRANSFORM
        open fun addPlugin(plugin: IMaterialPlugin): Unit
        open fun addTexture(texture: ATexture): Unit
        open fun applyParams(): Unit
        open fun bindTextureByName(index: Int, texture: ATexture): Unit
        open fun bindTextureByName(name: String, index: Int, texture: ATexture): Unit
        open fun bindTextures(): Unit
        open fun copyTexturesTo(material: Material): Unit
        open fun enableLighting(value: Boolean): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getAmbientColor(): Int
        open fun getColor(): Int
        open fun getColorInfluence(): Float
        open fun getDiffuseMethod(): IDiffuseMethod
        open fun getInverseViewMatrix(): FloatArray
        open fun getModelViewMatrix(): FloatArray
        open fun getOwnerIdentity(): String
        open fun getPlugin(pluginClass: Class<*>): IMaterialPlugin
        open fun getSpecularMethod(): ISpecularMethod
        open fun getTextureList(): ArrayList<ATexture>
        open fun getTime(): Float
        open fun lightingEnabled(): Boolean
        open fun removePlugin(plugin: IMaterialPlugin): Unit
        open fun removeTexture(texture: ATexture): Unit
        open fun setAmbientColor(color: Int): Unit
        open fun setAmbientColor(color: FloatArray): Unit
        open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
        open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setCurrentObject(currentObject: Object3D): Unit
        open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: Matrix4): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setMVPMatrix(mvpMatrix: Matrix4): Unit
        open fun setModelMatrix(modelMatrix: Matrix4): Unit
        open fun setModelViewMatrix(modelViewMatrix: Matrix4): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(bufferInfo: BufferInfo): Unit
        open fun setOwnerIdentity(identity: String): Unit
        open fun setSpecularMethod(specularMethod: ISpecularMethod): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(bufferInfo: BufferInfo): Unit
        open fun setTextureHandleForName(@NonNull name: String): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(bufferInfo: BufferInfo): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(bufferInfo: BufferInfo): Unit
        open fun timeEnabled(): Boolean
        open fun unbindTextures(): Unit
        open fun unsetCurrentObject(currentObject: Object3D): Unit
        open fun useProgram(): Unit
        open fun useVertexColors(value: Boolean): Unit
        open fun usingVertexColors(): Boolean
      open class Material
        Module Contents Material()
        Material(deferCapabilitiesCheck: Boolean)
        Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader)
        Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader, deferCapabilitiesCheck: Boolean)
        class PluginInsertLocation
          Module Contents IGNORE
          POST_TRANSFORM
          PRE_ALPHA
          PRE_DIFFUSE
          PRE_LIGHTING
          PRE_SPECULAR
          PRE_TRANSFORM
        open fun addPlugin(plugin: IMaterialPlugin): Unit
        open fun addTexture(texture: ATexture): Unit
        open fun applyParams(): Unit
        open fun bindTextureByName(index: Int, texture: ATexture): Unit
        open fun bindTextureByName(name: String, index: Int, texture: ATexture): Unit
        open fun bindTextures(): Unit
        open fun copyTexturesTo(material: Material): Unit
        open fun enableLighting(value: Boolean): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getAmbientColor(): Int
        open fun getColor(): Int
        open fun getColorInfluence(): Float
        open fun getDiffuseMethod(): IDiffuseMethod
        open fun getInverseViewMatrix(): FloatArray
        open fun getModelViewMatrix(): FloatArray
        open fun getOwnerIdentity(): String
        open fun getPlugin(pluginClass: Class<*>): IMaterialPlugin
        open fun getSpecularMethod(): ISpecularMethod
        open fun getTextureList(): ArrayList<ATexture>
        open fun getTime(): Float
        open fun lightingEnabled(): Boolean
        open fun removePlugin(plugin: IMaterialPlugin): Unit
        open fun removeTexture(texture: ATexture): Unit
        open fun setAmbientColor(color: Int): Unit
        open fun setAmbientColor(color: FloatArray): Unit
        open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
        open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setCurrentObject(currentObject: Object3D): Unit
        open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: Matrix4): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setMVPMatrix(mvpMatrix: Matrix4): Unit
        open fun setModelMatrix(modelMatrix: Matrix4): Unit
        open fun setModelViewMatrix(modelViewMatrix: Matrix4): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(bufferInfo: BufferInfo): Unit
        open fun setOwnerIdentity(identity: String): Unit
        open fun setSpecularMethod(specularMethod: ISpecularMethod): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(bufferInfo: BufferInfo): Unit
        open fun setTextureHandleForName(@NonNull name: String): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(bufferInfo: BufferInfo): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(bufferInfo: BufferInfo): Unit
        open fun timeEnabled(): Boolean
        open fun unbindTextures(): Unit
        open fun unsetCurrentObject(currentObject: Object3D): Unit
        open fun useProgram(): Unit
        open fun useVertexColors(value: Boolean): Unit
        open fun usingVertexColors(): Boolean
      open class MaterialManager : AResourceManager
        Module Contents open fun addMaterial(material: Material): Material
        open static fun getInstance(): MaterialManager
        open fun getMaterialCount(): Int
        open fun reload(): Unit
        open fun removeMaterial(material: Material): Unit
        open fun reset(): Unit
        open fun taskAdd(material: Material): Unit
        open fun taskReload(): Unit
        open fun taskRemove(material: Material): Unit
        open fun taskReset(): Unit
        open fun taskReset(renderer: Renderer): Unit
      open class MaterialManager : AResourceManager
        Module Contents open fun addMaterial(material: Material): Material
        open static fun getInstance(): MaterialManager
        open fun getMaterialCount(): Int
        open fun reload(): Unit
        open fun removeMaterial(material: Material): Unit
        open fun reset(): Unit
        open fun taskAdd(material: Material): Unit
        open fun taskReload(): Unit
        open fun taskRemove(material: Material): Unit
        open fun taskReset(): Unit
        open fun taskReset(renderer: Renderer): Unit
    package org.rajawali3d.materials.methods
      Module Contents abstract class DiffuseMethod
        Module Contents DiffuseMethod()
        class DiffuseShaderVar : IGlobalShaderVar
          Module Contents L_NDOTL
          fun getDataType(): DataType
          fun getVarString(): String
        class Lambert : IDiffuseMethod
          Module Contents Lambert()
          Lambert(intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getIntensity(): Float
          fun getVertexShaderFragment(): IShaderFragment
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight>): Unit
        class Toon : IDiffuseMethod
          Module Contents Toon()
          Toon(toonColor0: Int, toonColor1: Int, toonColor2: Int, toonColor3: Int)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getVertexShaderFragment(): IShaderFragment
          fun setLights(lights: MutableList<ALight>): Unit
          @NonNull fun toString(): String
      abstract class DiffuseMethod
        Module Contents DiffuseMethod()
        class DiffuseShaderVar : IGlobalShaderVar
          Module Contents L_NDOTL
          fun getDataType(): DataType
          fun getVarString(): String
        class Lambert : IDiffuseMethod
          Module Contents Lambert()
          Lambert(intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getIntensity(): Float
          fun getVertexShaderFragment(): IShaderFragment
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight>): Unit
        class Toon : IDiffuseMethod
          Module Contents Toon()
          Toon(toonColor0: Int, toonColor1: Int, toonColor2: Int, toonColor3: Int)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getVertexShaderFragment(): IShaderFragment
          fun setLights(lights: MutableList<ALight>): Unit
          @NonNull fun toString(): String
      interface IDiffuseMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun setLights(lights: MutableList<ALight>): Unit
      interface IDiffuseMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun setLights(lights: MutableList<ALight>): Unit
      interface ISpecularMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun setLights(lights: MutableList<ALight>): Unit
        abstract fun setTextures(textures: MutableList<ATexture>): Unit
      interface ISpecularMethod
        Module Contents abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun setLights(lights: MutableList<ALight>): Unit
        abstract fun setTextures(textures: MutableList<ATexture>): Unit
      abstract class SpecularMethod
        Module Contents SpecularMethod()
        class Phong : ISpecularMethod
          Module Contents Phong()
          Phong(specularColor: Int)
          Phong(specularColor: Int, shininess: Float)
          Phong(specularColor: Int, shininess: Float, intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getIntensity(): Float
          fun getShininess(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight>): Unit
          fun setShininess(shininess: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture>): Unit
        class SpecularShaderVar : IGlobalShaderVar
          Module Contents U_SHININESS
          U_SPECULAR_COLOR
          U_SPECULAR_INTENSITY
          fun getDataType(): DataType
          fun getVarString(): String
      abstract class SpecularMethod
        Module Contents SpecularMethod()
        class Phong : ISpecularMethod
          Module Contents Phong()
          Phong(specularColor: Int)
          Phong(specularColor: Int, shininess: Float)
          Phong(specularColor: Int, shininess: Float, intensity: Float)
          fun getFragmentShaderFragment(): IShaderFragment
          fun getIntensity(): Float
          fun getShininess(): Float
          fun getSpecularColor(): Int
          fun getVertexShaderFragment(): IShaderFragment
          fun setIntensity(intensity: Float): Unit
          fun setLights(lights: MutableList<ALight>): Unit
          fun setShininess(shininess: Float): Unit
          fun setSpecularColor(specularColor: Int): Unit
          fun setTextures(textures: MutableList<ATexture>): Unit
        class SpecularShaderVar : IGlobalShaderVar
          Module Contents U_SHININESS
          U_SPECULAR_COLOR
          U_SPECULAR_INTENSITY
          fun getDataType(): DataType
          fun getVarString(): String
    package org.rajawali3d.materials.plugins
      Module Contents open class AlphaMaskMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaskMaterialPlugin(alphaThreshold: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class AlphaMaskMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaskMaterialPlugin(alphaThreshold: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class AlphaMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setAlpha(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class AlphaMaterialPlugin : IMaterialPlugin
        Module Contents AlphaMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setAlpha(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class DecalMaterialPlugin : IMaterialPlugin
        Module Contents DecalMaterialPlugin(decalMap: Texture)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class DecalMaterialPlugin : IMaterialPlugin
        Module Contents DecalMaterialPlugin(decalMap: Texture)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class DepthMaterialPlugin : IMaterialPlugin
        Module Contents DepthMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setFarPlane(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class DepthMaterialPlugin : IMaterialPlugin
        Module Contents DepthMaterialPlugin()
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setFarPlane(farPlane: Float): Unit
        open fun unbindTextures(): Unit
      open class EmissionMaterialPlugin : IMaterialPlugin
        Module Contents EmissionMaterialPlugin(emissionTexture: Texture)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class EmissionMaterialPlugin : IMaterialPlugin
        Module Contents EmissionMaterialPlugin(emissionTexture: Texture)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class FogMaterialPlugin : IMaterialPlugin
        Module Contents FogMaterialPlugin(fogParams: FogParams)
        class FogParams
          Module Contents FogParams(fogType: FogType, fogColor: Int, near: Float, far: Float)
        class FogType
          Module Contents LINEAR
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      open class FogMaterialPlugin : IMaterialPlugin
        Module Contents FogMaterialPlugin(fogParams: FogParams)
        class FogParams
          Module Contents FogParams(fogType: FogType, fogColor: Int, near: Float, far: Float)
        class FogType
          Module Contents LINEAR
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun unbindTextures(): Unit
      interface IMaterialPlugin
        Module Contents abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getInsertLocation(): PluginInsertLocation
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun unbindTextures(): Unit
      interface IMaterialPlugin
        Module Contents abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getFragmentShaderFragment(): IShaderFragment
        abstract fun getInsertLocation(): PluginInsertLocation
        abstract fun getVertexShaderFragment(): IShaderFragment
        abstract fun unbindTextures(): Unit
      open class ShadowMapMaterialPlugin : IMaterialPlugin
        Module Contents ShadowMapMaterialPlugin()
        ShadowMapMaterialPlugin(shadowInfluence: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setLightDirection(lightDirection: Vector3): Unit
        open fun setLightModelViewProjectionMatrix(lightModelViewProjectionMatrix: Matrix4): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture): Unit
        open fun unbindTextures(): Unit
      open class ShadowMapMaterialPlugin : IMaterialPlugin
        Module Contents ShadowMapMaterialPlugin()
        ShadowMapMaterialPlugin(shadowInfluence: Float)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setLightDirection(lightDirection: Vector3): Unit
        open fun setLightModelViewProjectionMatrix(lightModelViewProjectionMatrix: Matrix4): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture): Unit
        open fun unbindTextures(): Unit
      open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
        Module Contents SkeletalAnimationMaterialPlugin(numJoints: Int, numVertexWeights: Int)
        class SkeletalAnimationShaderVar : IGlobalShaderVar
          Module Contents A_BONE_INDEX1
          A_BONE_INDEX2
          A_BONE_WEIGHT1
          A_BONE_WEIGHT2
          G_BONE_TRANSF_MATRIX
          U_BONE_MATRIX
          fun getDataType(): DataType
          fun getVarString(): String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray): Unit
        open fun unbindTextures(): Unit
      open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
        Module Contents SkeletalAnimationMaterialPlugin(numJoints: Int, numVertexWeights: Int)
        class SkeletalAnimationShaderVar : IGlobalShaderVar
          Module Contents A_BONE_INDEX1
          A_BONE_INDEX2
          A_BONE_WEIGHT1
          A_BONE_WEIGHT2
          G_BONE_TRANSF_MATRIX
          U_BONE_MATRIX
          fun getDataType(): DataType
          fun getVarString(): String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray): Unit
        open fun unbindTextures(): Unit
      open class SpriteSheetMaterialPlugin : IMaterialPlugin
        Module Contents SpriteSheetMaterialPlugin(numTilesX: Int, numTilesY: Int, fps: Float, numFrames: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun pause(): Unit
        open fun play(): Unit
        open fun unbindTextures(): Unit
      open class SpriteSheetMaterialPlugin : IMaterialPlugin
        Module Contents SpriteSheetMaterialPlugin(numTilesX: Int, numTilesY: Int, fps: Float, numFrames: Int)
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun pause(): Unit
        open fun play(): Unit
        open fun unbindTextures(): Unit
      open class VertexAnimationMaterialPlugin : IMaterialPlugin
        Module Contents VertexAnimationMaterialPlugin()
        class VertexAnimationShaderVar : IGlobalShaderVar
          Module Contents A_NEXT_FRAME_NORMAL
          A_NEXT_FRAME_POSITION
          U_INTERPOLATION
          fun getDataType(): DataType
          fun getVarString(): String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setInterpolation(interpolation: Double): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class VertexAnimationMaterialPlugin : IMaterialPlugin
        Module Contents VertexAnimationMaterialPlugin()
        class VertexAnimationShaderVar : IGlobalShaderVar
          Module Contents A_NEXT_FRAME_NORMAL
          A_NEXT_FRAME_POSITION
          U_INTERPOLATION
          fun getDataType(): DataType
          fun getVarString(): String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getFragmentShaderFragment(): IShaderFragment
        open fun getInsertLocation(): PluginInsertLocation
        open fun getVertexShaderFragment(): IShaderFragment
        open fun setInterpolation(interpolation: Double): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders
      Module Contents abstract class AShader : AShaderBase
        Module Contents AShader()
        AShader(shaderType: ShaderType)
        AShader(shaderType: ShaderType, resourceId: Int)
        AShader(shaderType: ShaderType, shaderString: String)
        open class Condition
          Module Contents Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: String)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Float)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: String)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: Float)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
          open fun getJoinOperator(): Operator
          open fun getLeftValue(): ShaderVar
          open fun getOperator(): Operator
          open fun getRightValue(): String
        class Operator
          Module Contents AND
          EQUALS
          GREATER_THAN
          GREATER_THAN_EQUALS
          LESS_THAN
          LESS_THAN_EQUALS
          NOT_EQUALS
          OR
          XOR
          fun getOperatorString(): String
        static var SHADER_ID: String
        class ShaderType
          Module Contents FRAGMENT
          FRAGMENT_SHADER_FRAGMENT
          VERTEX
          VERTEX_SHADER_FRAGMENT
        open fun acos(var: ShaderVar): ShaderVar
        open fun addPreprocessorDirective(directive: String): Unit
        open fun addShaderFragment(fragment: IShaderFragment): Unit
        open fun applyParams(): Unit
        open fun atan(y: ShaderVar, x: ShaderVar): ShaderVar
        open fun buildShader(): Unit
        open fun castInt(value: Float): ShaderVar
        open fun castInt(value: ShaderVar): ShaderVar
        open fun castInt(value: String): ShaderVar
        open fun castMat3(value: Float): ShaderVar
        open fun castMat3(var: ShaderVar): ShaderVar
        open fun castMat4(value: Float): ShaderVar
        open fun castMat4(var: ShaderVar): ShaderVar
        open fun castVec2(x: Float): ShaderVar
        open fun castVec2(x: Float, y: Float): ShaderVar
        open fun castVec2(x: String, y: String): ShaderVar
        open fun castVec2(x: ShaderVar, y: ShaderVar): ShaderVar
        open fun castVec2(x: String): ShaderVar
        open fun castVec2(x: ShaderVar): ShaderVar
        open fun castVec3(x: Float, y: Float, z: Float): ShaderVar
        open fun castVec3(x: ShaderVar, y: ShaderVar, z: ShaderVar): ShaderVar
        open fun castVec3(var: String): ShaderVar
        open fun castVec3(var: ShaderVar): ShaderVar
        open fun castVec4(value: Float): ShaderVar
        open fun castVec4(var: ShaderVar): ShaderVar
        open fun castVec4(var: String): ShaderVar
        open fun castVec4(var: ShaderVar, value: Float): ShaderVar
        open fun castVec4(var: String, value: Float): ShaderVar
        open fun clamp(var: ShaderVar, value1: Float, value2: Float): ShaderVar
        open fun cos(var: ShaderVar): ShaderVar
        open fun discard(): Unit
        open fun distance(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun divide(value1: Float, var2: ShaderVar): ShaderVar
        open fun divide(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun dot(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun enclose(value: ShaderVar): ShaderVar
        open fun endif(): Unit
        open fun floor(var: ShaderVar): ShaderVar
        open fun getAttributes(): Hashtable<String, ShaderVar>
        open fun getConsts(): Hashtable<String, ShaderVar>
        open fun getGlobal(var: IGlobalShaderVar): ShaderVar
        open fun getGlobal(var: IGlobalShaderVar, index: Int): ShaderVar
        open fun getGlobals(): Hashtable<String, ShaderVar>
        open fun getPreprocessorDirectives(): MutableList<String>
        open fun getProgramHandle(): Int
        open fun getShaderFragment(shaderId: String): IShaderFragment
        open fun getShaderString(): String
        open fun getShaderType(): ShaderType
        open fun getUniforms(): Hashtable<String, ShaderVar>
        open fun getVaryings(): Hashtable<String, ShaderVar>
        open fun ifelse(): Unit
        open fun ifelseif(vararg conditions: Condition): Unit
        open fun ifelseif(condition: Condition): Unit
        open fun initialize(): Unit
        open fun inversesqrt(var: ShaderVar): ShaderVar
        open fun length(var: ShaderVar): ShaderVar
        open fun main(): Unit
        open fun max(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun max(var1: ShaderVar, value2: Float): ShaderVar
        open fun min(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun min(var1: ShaderVar, value2: Float): ShaderVar
        open fun mix(var1: ShaderVar, var2: ShaderVar, value: Float): ShaderVar
        open fun mix(var1: ShaderVar, var2: ShaderVar, var3: ShaderVar): ShaderVar
        open fun mod(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun multiply(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun needsBuild(): Boolean
        open fun normalize(value: String): String
        open fun normalize(value: ShaderVar): String
        open fun pow(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun radians(var: ShaderVar): ShaderVar
        open fun reflect(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun setLocations(programHandle: Int): Unit
        open fun setNeedsBuild(needsBuild: Boolean): Unit
        open fun setStringBuilder(stringBuilder: StringBuilder): Unit
        open fun setUniform1f(name: String, value: Float): Unit
        open fun setUniform1i(name: String, value: Int): Unit
        open fun setUniform2fv(name: String, value: FloatArray): Unit
        open fun setUniform3fv(name: String, value: FloatArray): Unit
        open fun sin(var: ShaderVar): ShaderVar
        open fun sqrt(var: ShaderVar): ShaderVar
        open fun startif(vararg conditions: Condition): Unit
        open fun startif(condition: Condition): Unit
        open fun subtract(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun subtract(value1: Float, var2: ShaderVar): ShaderVar
        open fun tan(var: ShaderVar): ShaderVar
        open fun texture1D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun texture2D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun texture2DProj(var1: ShaderVar, var2: ShaderVar): RVec4
        open fun texture3D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun textureCube(var1: ShaderVar, var2: ShaderVar): ShaderVar
      abstract class AShader : AShaderBase
        Module Contents AShader()
        AShader(shaderType: ShaderType)
        AShader(shaderType: ShaderType, resourceId: Int)
        AShader(shaderType: ShaderType, shaderString: String)
        open class Condition
          Module Contents Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: String)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Float)
          Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: String)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: Float)
          Condition(leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
          open fun getJoinOperator(): Operator
          open fun getLeftValue(): ShaderVar
          open fun getOperator(): Operator
          open fun getRightValue(): String
        class Operator
          Module Contents AND
          EQUALS
          GREATER_THAN
          GREATER_THAN_EQUALS
          LESS_THAN
          LESS_THAN_EQUALS
          NOT_EQUALS
          OR
          XOR
          fun getOperatorString(): String
        static var SHADER_ID: String
        class ShaderType
          Module Contents FRAGMENT
          FRAGMENT_SHADER_FRAGMENT
          VERTEX
          VERTEX_SHADER_FRAGMENT
        open fun acos(var: ShaderVar): ShaderVar
        open fun addPreprocessorDirective(directive: String): Unit
        open fun addShaderFragment(fragment: IShaderFragment): Unit
        open fun applyParams(): Unit
        open fun atan(y: ShaderVar, x: ShaderVar): ShaderVar
        open fun buildShader(): Unit
        open fun castInt(value: Float): ShaderVar
        open fun castInt(value: ShaderVar): ShaderVar
        open fun castInt(value: String): ShaderVar
        open fun castMat3(value: Float): ShaderVar
        open fun castMat3(var: ShaderVar): ShaderVar
        open fun castMat4(value: Float): ShaderVar
        open fun castMat4(var: ShaderVar): ShaderVar
        open fun castVec2(x: Float): ShaderVar
        open fun castVec2(x: Float, y: Float): ShaderVar
        open fun castVec2(x: String, y: String): ShaderVar
        open fun castVec2(x: ShaderVar, y: ShaderVar): ShaderVar
        open fun castVec2(x: String): ShaderVar
        open fun castVec2(x: ShaderVar): ShaderVar
        open fun castVec3(x: Float, y: Float, z: Float): ShaderVar
        open fun castVec3(x: ShaderVar, y: ShaderVar, z: ShaderVar): ShaderVar
        open fun castVec3(var: String): ShaderVar
        open fun castVec3(var: ShaderVar): ShaderVar
        open fun castVec4(value: Float): ShaderVar
        open fun castVec4(var: ShaderVar): ShaderVar
        open fun castVec4(var: String): ShaderVar
        open fun castVec4(var: ShaderVar, value: Float): ShaderVar
        open fun castVec4(var: String, value: Float): ShaderVar
        open fun clamp(var: ShaderVar, value1: Float, value2: Float): ShaderVar
        open fun cos(var: ShaderVar): ShaderVar
        open fun discard(): Unit
        open fun distance(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun divide(value1: Float, var2: ShaderVar): ShaderVar
        open fun divide(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun dot(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun enclose(value: ShaderVar): ShaderVar
        open fun endif(): Unit
        open fun floor(var: ShaderVar): ShaderVar
        open fun getAttributes(): Hashtable<String, ShaderVar>
        open fun getConsts(): Hashtable<String, ShaderVar>
        open fun getGlobal(var: IGlobalShaderVar): ShaderVar
        open fun getGlobal(var: IGlobalShaderVar, index: Int): ShaderVar
        open fun getGlobals(): Hashtable<String, ShaderVar>
        open fun getPreprocessorDirectives(): MutableList<String>
        open fun getProgramHandle(): Int
        open fun getShaderFragment(shaderId: String): IShaderFragment
        open fun getShaderString(): String
        open fun getShaderType(): ShaderType
        open fun getUniforms(): Hashtable<String, ShaderVar>
        open fun getVaryings(): Hashtable<String, ShaderVar>
        open fun ifelse(): Unit
        open fun ifelseif(vararg conditions: Condition): Unit
        open fun ifelseif(condition: Condition): Unit
        open fun initialize(): Unit
        open fun inversesqrt(var: ShaderVar): ShaderVar
        open fun length(var: ShaderVar): ShaderVar
        open fun main(): Unit
        open fun max(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun max(var1: ShaderVar, value2: Float): ShaderVar
        open fun min(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun min(var1: ShaderVar, value2: Float): ShaderVar
        open fun mix(var1: ShaderVar, var2: ShaderVar, value: Float): ShaderVar
        open fun mix(var1: ShaderVar, var2: ShaderVar, var3: ShaderVar): ShaderVar
        open fun mod(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun multiply(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun needsBuild(): Boolean
        open fun normalize(value: String): String
        open fun normalize(value: ShaderVar): String
        open fun pow(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun radians(var: ShaderVar): ShaderVar
        open fun reflect(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun setLocations(programHandle: Int): Unit
        open fun setNeedsBuild(needsBuild: Boolean): Unit
        open fun setStringBuilder(stringBuilder: StringBuilder): Unit
        open fun setUniform1f(name: String, value: Float): Unit
        open fun setUniform1i(name: String, value: Int): Unit
        open fun setUniform2fv(name: String, value: FloatArray): Unit
        open fun setUniform3fv(name: String, value: FloatArray): Unit
        open fun sin(var: ShaderVar): ShaderVar
        open fun sqrt(var: ShaderVar): ShaderVar
        open fun startif(vararg conditions: Condition): Unit
        open fun startif(condition: Condition): Unit
        open fun subtract(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun subtract(value1: Float, var2: ShaderVar): ShaderVar
        open fun tan(var: ShaderVar): ShaderVar
        open fun texture1D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun texture2D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun texture2DProj(var1: ShaderVar, var2: ShaderVar): RVec4
        open fun texture3D(var1: ShaderVar, var2: ShaderVar): ShaderVar
        open fun textureCube(var1: ShaderVar, var2: ShaderVar): ShaderVar
      abstract class AShaderBase
        Module Contents AShaderBase()
        class DataType
          Module Contents BOOL
          BVEC2
          BVEC3
          BVEC4
          CONSTANT
          FLOAT
          INT
          IVEC2
          IVEC3
          IVEC4
          MAT2
          MAT3
          MAT4
          SAMPLER1D
          SAMPLER2D
          SAMPLER3D
          SAMPLERCUBE
          SAMPLER_EXTERNAL_EOS
          VEC2
          VEC3
          VEC4
          VOID
          fun getTypeString(): String
        class DefaultShaderVar : IGlobalShaderVar
          Module Contents A_NORMAL
          A_POSITION
          A_TEXTURE_COORD
          A_VERTEX_COLOR
          G_COLOR
          G_NORMAL
          G_POSITION
          G_SHADOW_VALUE
          G_SPECULAR_VALUE
          G_TEXTURE_COORD
          U_COLOR
          U_COLOR_INFLUENCE
          U_INFLUENCE
          U_INVERSE_VIEW_MATRIX
          U_MODEL_MATRIX
          U_MODEL_VIEW_MATRIX
          U_MVP_MATRIX
          U_NORMAL_MATRIX
          U_OFFSET
          U_REPEAT
          U_TIME
          V_COLOR
          V_CUBE_TEXTURE_COORD
          V_EYE_DIR
          V_NORMAL
          V_TEXTURE_COORD
          fun getDataType(): DataType
          fun getVarString(): String
        interface IGlobalShaderVar
          Module Contents abstract fun getDataType(): DataType
          abstract fun getVarString(): String
        class Precision
          Module Contents HIGHP
          LOWP
          MEDIUMP
          fun getPrecisionString(): String
      abstract class AShaderBase
        Module Contents AShaderBase()
        class DataType
          Module Contents BOOL
          BVEC2
          BVEC3
          BVEC4
          CONSTANT
          FLOAT
          INT
          IVEC2
          IVEC3
          IVEC4
          MAT2
          MAT3
          MAT4
          SAMPLER1D
          SAMPLER2D
          SAMPLER3D
          SAMPLERCUBE
          SAMPLER_EXTERNAL_EOS
          VEC2
          VEC3
          VEC4
          VOID
          fun getTypeString(): String
        class DefaultShaderVar : IGlobalShaderVar
          Module Contents A_NORMAL
          A_POSITION
          A_TEXTURE_COORD
          A_VERTEX_COLOR
          G_COLOR
          G_NORMAL
          G_POSITION
          G_SHADOW_VALUE
          G_SPECULAR_VALUE
          G_TEXTURE_COORD
          U_COLOR
          U_COLOR_INFLUENCE
          U_INFLUENCE
          U_INVERSE_VIEW_MATRIX
          U_MODEL_MATRIX
          U_MODEL_VIEW_MATRIX
          U_MVP_MATRIX
          U_NORMAL_MATRIX
          U_OFFSET
          U_REPEAT
          U_TIME
          V_COLOR
          V_CUBE_TEXTURE_COORD
          V_EYE_DIR
          V_NORMAL
          V_TEXTURE_COORD
          fun getDataType(): DataType
          fun getVarString(): String
        interface IGlobalShaderVar
          Module Contents abstract fun getDataType(): DataType
          abstract fun getVarString(): String
        class Precision
          Module Contents HIGHP
          LOWP
          MEDIUMP
          fun getPrecisionString(): String
      open class FragmentShader : AShader
        Module Contents FragmentShader()
        FragmentShader(resourceId: Int)
        FragmentShader(shaderString: String)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColorInfluence(): Float
        open fun hasCubeMaps(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setLocations(programHandle: Int): Unit
      open class FragmentShader : AShader
        Module Contents FragmentShader()
        FragmentShader(resourceId: Int)
        FragmentShader(shaderString: String)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColorInfluence(): Float
        open fun hasCubeMaps(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColorInfluence(influence: Float): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setLocations(programHandle: Int): Unit
      interface IShaderFragment
        Module Contents abstract fun applyParams(): Unit
        abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getAttributes(): Hashtable<String, ShaderVar>
        abstract fun getConsts(): Hashtable<String, ShaderVar>
        abstract fun getGlobals(): Hashtable<String, ShaderVar>
        abstract fun getInsertLocation(): PluginInsertLocation
        abstract fun getPreprocessorDirectives(): MutableList<String>
        abstract fun getShaderId(): String
        abstract fun getUniforms(): Hashtable<String, ShaderVar>
        abstract fun getVaryings(): Hashtable<String, ShaderVar>
        abstract fun main(): Unit
        abstract fun setLocations(programHandle: Int): Unit
        abstract fun setStringBuilder(stringBuilder: StringBuilder): Unit
        abstract fun unbindTextures(): Unit
      interface IShaderFragment
        Module Contents abstract fun applyParams(): Unit
        abstract fun bindTextures(nextIndex: Int): Unit
        abstract fun getAttributes(): Hashtable<String, ShaderVar>
        abstract fun getConsts(): Hashtable<String, ShaderVar>
        abstract fun getGlobals(): Hashtable<String, ShaderVar>
        abstract fun getInsertLocation(): PluginInsertLocation
        abstract fun getPreprocessorDirectives(): MutableList<String>
        abstract fun getShaderId(): String
        abstract fun getUniforms(): Hashtable<String, ShaderVar>
        abstract fun getVaryings(): Hashtable<String, ShaderVar>
        abstract fun main(): Unit
        abstract fun setLocations(programHandle: Int): Unit
        abstract fun setStringBuilder(stringBuilder: StringBuilder): Unit
        abstract fun unbindTextures(): Unit
      open class VertexShader : AShader
        Module Contents VertexShader()
        VertexShader(resourceId: Int)
        VertexShader(shaderString: String)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColor(): Int
        open fun hasCubeMaps(value: Boolean): Unit
        open fun hasSkyTexture(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: FloatArray): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setMVPMatrix(mvpMatrix: FloatArray): Unit
        open fun setModelMatrix(modelMatrix: Matrix4): Unit
        open fun setModelViewMatrix(modelViewMatrix: FloatArray): Unit
        open fun setNormalMatrix(normalMatrix: FloatArray): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun useVertexColors(value: Boolean): Unit
      open class VertexShader : AShader
        Module Contents VertexShader()
        VertexShader(resourceId: Int)
        VertexShader(shaderString: String)
        open fun applyParams(): Unit
        open fun enableTime(value: Boolean): Unit
        open fun getColor(): Int
        open fun hasCubeMaps(value: Boolean): Unit
        open fun hasSkyTexture(value: Boolean): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setColor(color: Int): Unit
        open fun setColor(color: FloatArray): Unit
        open fun setInverseViewMatrix(inverseViewMatrix: FloatArray): Unit
        open fun setLights(lights: MutableList<ALight>): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setMVPMatrix(mvpMatrix: FloatArray): Unit
        open fun setModelMatrix(modelMatrix: Matrix4): Unit
        open fun setModelViewMatrix(modelViewMatrix: FloatArray): Unit
        open fun setNormalMatrix(normalMatrix: FloatArray): Unit
        open fun setNormals(normalBufferHandle: Int): Unit
        open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
        open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setTime(time: Float): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int): Unit
        open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun setVertices(vertexBufferHandle: Int): Unit
        open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
        open fun useVertexColors(value: Boolean): Unit
    package org.rajawali3d.materials.shaders.fragments
      Module Contents open class LightsFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LightsFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class LightsFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LightsFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class LightsVertexShaderFragment : AShader, IShaderFragment
        Module Contents LightsVertexShaderFragment(lights: MutableList<ALight>)
        class LightsShaderVar : IGlobalShaderVar
          Module Contents G_LIGHT_DIRECTION
          G_LIGHT_DISTANCE
          U_AMBIENT_COLOR
          U_AMBIENT_INTENSITY
          U_LIGHT_ATTENUATION
          U_LIGHT_COLOR
          U_LIGHT_DIRECTION
          U_LIGHT_POSITION
          U_LIGHT_POWER
          U_SPOT_CUTOFF_ANGLE
          U_SPOT_EXPONENT
          U_SPOT_FALLOFF
          V_AMBIENT_COLOR
          V_EYE
          V_LIGHT_ATTENUATION
          fun getDataType(): DataType
          fun getVarString(): String
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setAmbientColor(ambientColor: FloatArray): Unit
        open fun setAmbientIntensity(ambientIntensity: FloatArray): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class LightsVertexShaderFragment : AShader, IShaderFragment
        Module Contents LightsVertexShaderFragment(lights: MutableList<ALight>)
        class LightsShaderVar : IGlobalShaderVar
          Module Contents G_LIGHT_DIRECTION
          G_LIGHT_DISTANCE
          U_AMBIENT_COLOR
          U_AMBIENT_INTENSITY
          U_LIGHT_ATTENUATION
          U_LIGHT_COLOR
          U_LIGHT_DIRECTION
          U_LIGHT_POSITION
          U_LIGHT_POWER
          U_SPOT_CUTOFF_ANGLE
          U_SPOT_EXPONENT
          U_SPOT_FALLOFF
          V_AMBIENT_COLOR
          V_EYE
          V_LIGHT_ATTENUATION
          fun getDataType(): DataType
          fun getVarString(): String
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setAmbientColor(ambientColor: FloatArray): Unit
        open fun setAmbientIntensity(ambientIntensity: FloatArray): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.animation
      Module Contents open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents SkeletalAnimationVertexShaderFragment(numJoints: Int, numVertexWeights: Int)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents SkeletalAnimationVertexShaderFragment(numJoints: Int, numVertexWeights: Int)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setBone1Indices(boneIndex1BufferHandle: Int): Unit
        open fun setBone1Weights(boneWeights1BufferHandle: Int): Unit
        open fun setBone2Indices(boneIndex2BufferHandle: Int): Unit
        open fun setBone2Weights(boneWeights2BufferHandle: Int): Unit
        open fun setBoneMatrix(boneMatrix: DoubleArray): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents VertexAnimationVertexShaderFragment()
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setInterpolation(interpolation: Double): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
      open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
        Module Contents VertexAnimationVertexShaderFragment()
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setInterpolation(interpolation: Double): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setNextFrameNormals(normalBufferHandle: Int): Unit
        open fun setNextFrameVertices(vertexBufferHandle: Int): Unit
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.diffuse
      Module Contents open class LambertFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LambertFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class LambertFragmentShaderFragment : AShader, IShaderFragment
        Module Contents LambertFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class LambertVertexShaderFragment : AShader, IShaderFragment
        Module Contents LambertVertexShaderFragment()
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun unbindTextures(): Unit
      open class LambertVertexShaderFragment : AShader, IShaderFragment
        Module Contents LambertVertexShaderFragment()
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.effects
      Module Contents open class ToonFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ToonFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        class ToonShaderVar : IGlobalShaderVar
          Module Contents U_TOON_COLOR0
          U_TOON_COLOR1
          U_TOON_COLOR2
          U_TOON_COLOR3
          fun getDataType(): DataType
          fun getVarString(): String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setToonColors(toonColor0: FloatArray, toonColor1: FloatArray, toonColor2: FloatArray, toonColor3: FloatArray): Unit
        open fun unbindTextures(): Unit
      open class ToonFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ToonFragmentShaderFragment(lights: MutableList<ALight>)
        static val SHADER_ID: String
        class ToonShaderVar : IGlobalShaderVar
          Module Contents U_TOON_COLOR0
          U_TOON_COLOR1
          U_TOON_COLOR2
          U_TOON_COLOR3
          fun getDataType(): DataType
          fun getVarString(): String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setToonColors(toonColor0: FloatArray, toonColor1: FloatArray, toonColor2: FloatArray, toonColor3: FloatArray): Unit
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.specular
      Module Contents open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents PhongFragmentShaderFragment(lights: MutableList<ALight>, specularColor: Int, shininess: Float)
        PhongFragmentShaderFragment(lights: MutableList<ALight>, specularColor: Int, shininess: Float, specularIntensity: Float, textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setShininess(shininess: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        open fun setSpecularIntensity(specularIntensity: Float): Unit
        open fun unbindTextures(): Unit
      open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents PhongFragmentShaderFragment(lights: MutableList<ALight>, specularColor: Int, shininess: Float)
        PhongFragmentShaderFragment(lights: MutableList<ALight>, specularColor: Int, shininess: Float, specularIntensity: Float, textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun applyParams(): Unit
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setShininess(shininess: Float): Unit
        open fun setSpecularColor(color: Int): Unit
        open fun setSpecularIntensity(specularIntensity: Float): Unit
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.shaders.fragments.texture
      Module Contents abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ATextureFragmentShaderFragment(textures: MutableList<ATexture>)
        open fun applyParams(): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
      abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
        Module Contents ATextureFragmentShaderFragment(textures: MutableList<ATexture>)
        open fun applyParams(): Unit
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setLocations(programHandle: Int): Unit
      open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents AlphaMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents AlphaMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents DiffuseTextureFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents DiffuseTextureFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents EnvironmentMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
        Module Contents EnvironmentMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents NormalMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents NormalMapFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents SkyTextureFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
      open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
        Module Contents SkyTextureFragmentShaderFragment(textures: MutableList<ATexture>)
        static val SHADER_ID: String
        open fun bindTextures(nextIndex: Int): Unit
        open fun getInsertLocation(): PluginInsertLocation
        open fun getShaderId(): String
        open fun initialize(): Unit
        open fun main(): Unit
        open fun unbindTextures(): Unit
    package org.rajawali3d.materials.textures
      Module Contents abstract class ACompressedTexture : ATexture
        Module Contents ACompressedTexture(other: ACompressedTexture)
        ACompressedTexture(textureName: String)
        ACompressedTexture(textureName: String, byteBuffer: ByteBuffer)
        ACompressedTexture(textureName: String, byteBuffers: Array<ByteBuffer>)
        class CompressionType
          Module Contents ATC
          DXT1
          ETC1
          ETC2
          NONE
          PALETTED
          PVRTC
          THREEDC
        open fun getByteBuffers(): Array<ByteBuffer>
        open fun getCompressionFormat(): Int
        open fun getCompressionType(): CompressionType
        open fun setByteBuffer(byteBuffer: ByteBuffer): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer>): Unit
        open fun setCompressionFormat(compressionFormat: Int): Unit
        open fun setCompressionType(compressionType: CompressionType): Unit
        open fun setFrom(other: ACompressedTexture): Unit
      abstract class ACompressedTexture : ATexture
        Module Contents ACompressedTexture(other: ACompressedTexture)
        ACompressedTexture(textureName: String)
        ACompressedTexture(textureName: String, byteBuffer: ByteBuffer)
        ACompressedTexture(textureName: String, byteBuffers: Array<ByteBuffer>)
        class CompressionType
          Module Contents ATC
          DXT1
          ETC1
          ETC2
          NONE
          PALETTED
          PVRTC
          THREEDC
        open fun getByteBuffers(): Array<ByteBuffer>
        open fun getCompressionFormat(): Int
        open fun getCompressionType(): CompressionType
        open fun setByteBuffer(byteBuffer: ByteBuffer): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer>): Unit
        open fun setCompressionFormat(compressionFormat: Int): Unit
        open fun setCompressionType(compressionType: CompressionType): Unit
        open fun setFrom(other: ACompressedTexture): Unit
      abstract class AMultiTexture : ATexture
        Module Contents AMultiTexture(textureType: TextureType, textureName: String)
        AMultiTexture(textureType: TextureType, textureName: String, resourceIds: IntArray)
        AMultiTexture(textureType: TextureType, textureName: String, bitmaps: Array<Bitmap>)
        AMultiTexture(textureType: TextureType, textureName: String, byteBuffers: Array<ByteBuffer>)
        AMultiTexture(textureType: TextureType, textureName: String, compressedTextures: Array<ACompressedTexture>)
        AMultiTexture(other: ATexture)
        open fun getBitmaps(): Array<Bitmap>
        open fun getByteBuffers(): Array<ByteBuffer>
        open fun getCompressedTextures(): Array<ACompressedTexture>
        open fun getResourceIds(): IntArray
        open fun setBitmaps(bitmaps: Array<Bitmap>): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer>): Unit
        open fun setCompressedTextures(compressedTextures: Array<ACompressedTexture>): Unit
        open fun setFrom(other: AMultiTexture): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      abstract class AMultiTexture : ATexture
        Module Contents AMultiTexture(textureType: TextureType, textureName: String)
        AMultiTexture(textureType: TextureType, textureName: String, resourceIds: IntArray)
        AMultiTexture(textureType: TextureType, textureName: String, bitmaps: Array<Bitmap>)
        AMultiTexture(textureType: TextureType, textureName: String, byteBuffers: Array<ByteBuffer>)
        AMultiTexture(textureType: TextureType, textureName: String, compressedTextures: Array<ACompressedTexture>)
        AMultiTexture(other: ATexture)
        open fun getBitmaps(): Array<Bitmap>
        open fun getByteBuffers(): Array<ByteBuffer>
        open fun getCompressedTextures(): Array<ACompressedTexture>
        open fun getResourceIds(): IntArray
        open fun setBitmaps(bitmaps: Array<Bitmap>): Unit
        open fun setByteBuffers(byteBuffers: Array<ByteBuffer>): Unit
        open fun setCompressedTextures(compressedTextures: Array<ACompressedTexture>): Unit
        open fun setFrom(other: AMultiTexture): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      abstract class ASingleTexture : ATexture
        Module Contents ASingleTexture(textureType: TextureType, textureName: String)
        ASingleTexture(textureType: TextureType, resourceId: Int)
        ASingleTexture(textureType: TextureType, textureName: String, bitmap: Bitmap)
        ASingleTexture(textureType: TextureType, textureName: String, compressedTexture: ACompressedTexture)
        ASingleTexture(other: ASingleTexture)
        abstract fun clone(): ASingleTexture
        open fun getBitmap(): Bitmap
        open fun getByteBuffer(): ByteBuffer
        open fun getResourceId(): Int
        open fun setBitmap(bitmap: Bitmap): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer): Unit
        open fun setFilterType(filterType: FilterType): Unit
        open fun setFrom(other: ASingleTexture): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setWrapType(wrapType: WrapType): Unit
      abstract class ASingleTexture : ATexture
        Module Contents ASingleTexture(textureType: TextureType, textureName: String)
        ASingleTexture(textureType: TextureType, resourceId: Int)
        ASingleTexture(textureType: TextureType, textureName: String, bitmap: Bitmap)
        ASingleTexture(textureType: TextureType, textureName: String, compressedTexture: ACompressedTexture)
        ASingleTexture(other: ASingleTexture)
        abstract fun clone(): ASingleTexture
        open fun getBitmap(): Bitmap
        open fun getByteBuffer(): ByteBuffer
        open fun getResourceId(): Int
        open fun setBitmap(bitmap: Bitmap): Unit
        open fun setByteBuffer(byteBuffer: ByteBuffer): Unit
        open fun setFilterType(filterType: FilterType): Unit
        open fun setFrom(other: ASingleTexture): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setWrapType(wrapType: WrapType): Unit
      abstract class ATexture
        Module Contents ATexture(textureType: TextureType, @NonNull textureName: String)
        ATexture(textureType: TextureType, @NonNull textureName: String, compressedTexture: ACompressedTexture)
        ATexture(other: ATexture)
        class FilterType
          Module Contents LINEAR
          NEAREST
        open class TextureException : Exception
          Module Contents TextureException()
          TextureException(msg: String)
          TextureException(throwable: Throwable)
          TextureException(msg: String, throwable: Throwable)
        class TextureType
          Module Contents ALPHA
          COMPRESSED
          CUBE_MAP
          DEPTH_BUFFER
          DIFFUSE
          LOOKUP
          NORMAL
          RENDER_TARGET
          SPECULAR
          SPHERE_MAP
          VIDEO_TEXTURE
        class WrapType
          Module Contents CLAMP
          REPEAT
        abstract fun clone(): ATexture
        open fun enableOffset(value: Boolean): Unit
        open fun getBitmapConfig(): Config
        open fun getBitmapFormat(): Int
        open fun getCompressedTexture(): ACompressedTexture
        open fun getFilterType(): FilterType
        open fun getGLTextureType(): Int
        open fun getHeight(): Int
        open fun getInfluence(): Float
        open fun getOffset(): FloatArray
        open fun getOffsetU(): Float
        open fun getOffsetV(): Float
        open fun getOwnerIdentity(): String
        open fun getRepeat(): FloatArray
        open fun getRepeatU(): Float
        open fun getRepeatV(): Float
        open fun getTextureId(): Int
        open fun getTextureName(): String
        open fun getTextureType(): TextureType
        open fun getWidth(): Int
        open fun getWrapType(): WrapType
        open fun isMipmap(): Boolean
        open fun offsetEnabled(): Boolean
        open fun registerMaterial(material: Material): Boolean
        open fun setBitmapConfig(bitmapConfig: Config): Unit
        open fun setBitmapFormat(bitmapFormat: Int): Unit
        open fun setCompressedTexture(compressedTexture: ACompressedTexture): Unit
        open fun setFilterType(filterType: FilterType): Unit
        open fun setFrom(other: ATexture): Unit
        open fun setGLTextureType(glTextureType: Int): Unit
        open fun setHeight(height: Int): Unit
        open fun setInfluence(influence: Float): Unit
        open fun setMipmap(mipmap: Boolean): Unit
        open fun setOffset(u: Float, v: Float): Unit
        open fun setOffsetU(value: Float): Unit
        open fun setOffsetV(value: Float): Unit
        open fun setOwnerIdentity(identity: String): Unit
        open fun setRepeat(u: Float, v: Float): Unit
        open fun setRepeatU(value: Float): Unit
        open fun setRepeatV(value: Float): Unit
        open fun setTextureId(textureId: Int): Unit
        open fun setTextureName(textureName: String): Unit
        open fun setWidth(width: Int): Unit
        open fun setWrapType(wrapType: WrapType): Unit
        open fun shouldRecycle(shouldRecycle: Boolean): Unit
        open fun unregisterMaterial(material: Material): Boolean
        open fun willRecycle(): Boolean
      abstract class ATexture
        Module Contents ATexture(textureType: TextureType, @NonNull textureName: String)
        ATexture(textureType: TextureType, @NonNull textureName: String, compressedTexture: ACompressedTexture)
        ATexture(other: ATexture)
        class FilterType
          Module Contents LINEAR
          NEAREST
        open class TextureException : Exception
          Module Contents TextureException()
          TextureException(msg: String)
          TextureException(throwable: Throwable)
          TextureException(msg: String, throwable: Throwable)
        class TextureType
          Module Contents ALPHA
          COMPRESSED
          CUBE_MAP
          DEPTH_BUFFER
          DIFFUSE
          LOOKUP
          NORMAL
          RENDER_TARGET
          SPECULAR
          SPHERE_MAP
          VIDEO_TEXTURE
        class WrapType
          Module Contents CLAMP
          REPEAT
        abstract fun clone(): ATexture
        open fun enableOffset(value: Boolean): Unit
        open fun getBitmapConfig(): Config
        open fun getBitmapFormat(): Int
        open fun getCompressedTexture(): ACompressedTexture
        open fun getFilterType(): FilterType
        open fun getGLTextureType(): Int
        open fun getHeight(): Int
        open fun getInfluence(): Float
        open fun getOffset(): FloatArray
        open fun getOffsetU(): Float
        open fun getOffsetV(): Float
        open fun getOwnerIdentity(): String
        open fun getRepeat(): FloatArray
        open fun getRepeatU(): Float
        open fun getRepeatV(): Float
        open fun getTextureId(): Int
        open fun getTextureName(): String
        open fun getTextureType(): TextureType
        open fun getWidth(): Int
        open fun getWrapType(): WrapType
        open fun isMipmap(): Boolean
        open fun offsetEnabled(): Boolean
        open fun registerMaterial(material: Material): Boolean
        open fun setBitmapConfig(bitmapConfig: Config): Unit
        open fun setBitmapFormat(bitmapFormat: Int): Unit
        open fun setCompressedTexture(compressedTexture: ACompressedTexture): Unit
        open fun setFilterType(filterType: FilterType): Unit
        open fun setFrom(other: ATexture): Unit
        open fun setGLTextureType(glTextureType: Int): Unit
        open fun setHeight(height: Int): Unit
        open fun setInfluence(influence: Float): Unit
        open fun setMipmap(mipmap: Boolean): Unit
        open fun setOffset(u: Float, v: Float): Unit
        open fun setOffsetU(value: Float): Unit
        open fun setOffsetV(value: Float): Unit
        open fun setOwnerIdentity(identity: String): Unit
        open fun setRepeat(u: Float, v: Float): Unit
        open fun setRepeatU(value: Float): Unit
        open fun setRepeatV(value: Float): Unit
        open fun setTextureId(textureId: Int): Unit
        open fun setTextureName(textureName: String): Unit
        open fun setWidth(width: Int): Unit
        open fun setWrapType(wrapType: WrapType): Unit
        open fun shouldRecycle(shouldRecycle: Boolean): Unit
        open fun unregisterMaterial(material: Material): Boolean
        open fun willRecycle(): Boolean
      open class AlphaMapTexture : ASingleTexture
        Module Contents AlphaMapTexture(other: AlphaMapTexture)
        AlphaMapTexture(textureName: String)
        AlphaMapTexture(textureName: String, resourceId: Int)
        AlphaMapTexture(textureName: String, bitmap: Bitmap)
        AlphaMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): AlphaMapTexture
        open fun getAlphaMaskingThreshold(): Float
        open fun setAlphaMaskingThreshold(threshold: Float): Unit
      open class AlphaMapTexture : ASingleTexture
        Module Contents AlphaMapTexture(other: AlphaMapTexture)
        AlphaMapTexture(textureName: String)
        AlphaMapTexture(textureName: String, resourceId: Int)
        AlphaMapTexture(textureName: String, bitmap: Bitmap)
        AlphaMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): AlphaMapTexture
        open fun getAlphaMaskingThreshold(): Float
        open fun setAlphaMaskingThreshold(threshold: Float): Unit
      open class AnimatedGIFTexture : ASingleTexture
        Module Contents AnimatedGIFTexture(name: String, resourceId: Int)
        AnimatedGIFTexture(name: String, resourceId: Int, textureSize: Int)
        AnimatedGIFTexture(other: AnimatedGIFTexture)
        open fun clone(): AnimatedGIFTexture
        open fun getCanvas(): Canvas
        open fun getHeight(): Int
        open fun getMovie(): Movie
        open fun getResourceId(): Int
        open fun getTextureSize(): Int
        open fun getWidth(): Int
        open fun rewind(): Unit
        open fun setFrom(other: AnimatedGIFTexture): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun update(): Unit
      open class AnimatedGIFTexture : ASingleTexture
        Module Contents AnimatedGIFTexture(name: String, resourceId: Int)
        AnimatedGIFTexture(name: String, resourceId: Int, textureSize: Int)
        AnimatedGIFTexture(other: AnimatedGIFTexture)
        open fun clone(): AnimatedGIFTexture
        open fun getCanvas(): Canvas
        open fun getHeight(): Int
        open fun getMovie(): Movie
        open fun getResourceId(): Int
        open fun getTextureSize(): Int
        open fun getWidth(): Int
        open fun rewind(): Unit
        open fun setFrom(other: AnimatedGIFTexture): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun update(): Unit
      open class AtcTexture : ACompressedTexture
        Module Contents AtcTexture(other: AtcTexture)
        AtcTexture(textureName: String, byteBuffer: ByteBuffer, atcFormat: AtcFormat)
        AtcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, atcFormat: AtcFormat)
        class AtcFormat
          Module Contents RGB
          RGBA_EXPLICIT
          RGBA_INTERPOLATED
        open fun clone(): AtcTexture
        open fun getAtcFormat(): AtcFormat
        open fun setAtcFormat(atcFormat: AtcFormat): Unit
        open fun setFrom(other: AtcTexture): Unit
      open class AtcTexture : ACompressedTexture
        Module Contents AtcTexture(other: AtcTexture)
        AtcTexture(textureName: String, byteBuffer: ByteBuffer, atcFormat: AtcFormat)
        AtcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, atcFormat: AtcFormat)
        class AtcFormat
          Module Contents RGB
          RGBA_EXPLICIT
          RGBA_INTERPOLATED
        open fun clone(): AtcTexture
        open fun getAtcFormat(): AtcFormat
        open fun setAtcFormat(atcFormat: AtcFormat): Unit
        open fun setFrom(other: AtcTexture): Unit
      open class CubeMapTexture : AMultiTexture
        Module Contents CubeMapTexture(other: CubeMapTexture)
        CubeMapTexture(textureName: String)
        CubeMapTexture(textureName: String, resourceIds: IntArray)
        CubeMapTexture(textureName: String, bitmaps: Array<Bitmap>)
        CubeMapTexture(textureName: String, byteBuffers: Array<ByteBuffer>)
        CubeMapTexture(textureName: String, compressedTextures: Array<ACompressedTexture>)
        val CUBE_FACES: IntArray
        open fun clone(): CubeMapTexture
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class CubeMapTexture : AMultiTexture
        Module Contents CubeMapTexture(other: CubeMapTexture)
        CubeMapTexture(textureName: String)
        CubeMapTexture(textureName: String, resourceIds: IntArray)
        CubeMapTexture(textureName: String, bitmaps: Array<Bitmap>)
        CubeMapTexture(textureName: String, byteBuffers: Array<ByteBuffer>)
        CubeMapTexture(textureName: String, compressedTextures: Array<ACompressedTexture>)
        val CUBE_FACES: IntArray
        open fun clone(): CubeMapTexture
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class Dxt1Texture : ACompressedTexture
        Module Contents Dxt1Texture(other: Dxt1Texture)
        Dxt1Texture(textureName: String, byteBuffer: ByteBuffer, dxt1Format: Dxt1Format)
        Dxt1Texture(textureName: String, byteBuffers: Array<ByteBuffer>, dxt1Format: Dxt1Format)
        class Dxt1Format
          Module Contents RGB
          RGBA
        open fun clone(): Dxt1Texture
        open fun getDxt1Format(): Dxt1Format
        open fun setDxt1Format(dxt1Format: Dxt1Format): Unit
        open fun setFrom(other: Dxt1Texture): Unit
      open class Dxt1Texture : ACompressedTexture
        Module Contents Dxt1Texture(other: Dxt1Texture)
        Dxt1Texture(textureName: String, byteBuffer: ByteBuffer, dxt1Format: Dxt1Format)
        Dxt1Texture(textureName: String, byteBuffers: Array<ByteBuffer>, dxt1Format: Dxt1Format)
        class Dxt1Format
          Module Contents RGB
          RGBA
        open fun clone(): Dxt1Texture
        open fun getDxt1Format(): Dxt1Format
        open fun setDxt1Format(dxt1Format: Dxt1Format): Unit
        open fun setFrom(other: Dxt1Texture): Unit
      open class Etc1Texture : ACompressedTexture
        Module Contents Etc1Texture(textureName: String)
        Etc1Texture(resourceId: Int)
        Etc1Texture(textureName: String, resourceId: Int, fallbackTexture: Bitmap)
        Etc1Texture(textureName: String, resourceIds: IntArray)
        Etc1Texture(textureName: String, byteBuffer: ByteBuffer)
        Etc1Texture(textureName: String, byteBuffers: Array<ByteBuffer>)
        Etc1Texture(textureName: String, compressedTexture: InputStream, fallbackTexture: Bitmap)
        Etc1Texture(other: Etc1Texture)
        open fun clone(): Etc1Texture
        open fun getResourceId(): Int
        open fun setBitmap(bitmap: Bitmap): Unit
        open fun setInputStream(compressedTexture: InputStream, fallbackTexture: Bitmap): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      open class Etc1Texture : ACompressedTexture
        Module Contents Etc1Texture(textureName: String)
        Etc1Texture(resourceId: Int)
        Etc1Texture(textureName: String, resourceId: Int, fallbackTexture: Bitmap)
        Etc1Texture(textureName: String, resourceIds: IntArray)
        Etc1Texture(textureName: String, byteBuffer: ByteBuffer)
        Etc1Texture(textureName: String, byteBuffers: Array<ByteBuffer>)
        Etc1Texture(textureName: String, compressedTexture: InputStream, fallbackTexture: Bitmap)
        Etc1Texture(other: Etc1Texture)
        open fun clone(): Etc1Texture
        open fun getResourceId(): Int
        open fun setBitmap(bitmap: Bitmap): Unit
        open fun setInputStream(compressedTexture: InputStream, fallbackTexture: Bitmap): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      open class Etc2Texture : ACompressedTexture
        Module Contents Etc2Texture(textureName: String)
        Etc2Texture(resourceId: Int)
        Etc2Texture(textureName: String, resourceId: Int, fallbackTexture: Bitmap)
        Etc2Texture(textureName: String, resourceIds: IntArray)
        Etc2Texture(textureName: String, byteBuffer: ByteBuffer)
        Etc2Texture(textureName: String, byteBuffers: Array<ByteBuffer>)
        Etc2Texture(textureName: String, compressedTexture: InputStream, fallbackTexture: Bitmap)
        Etc2Texture(other: Etc1Texture)
        open fun clone(): ATexture
        open fun getResourceId(): Int
        open fun setInputStream(compressedTexture: InputStream, fallbackTexture: Bitmap): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      open class Etc2Texture : ACompressedTexture
        Module Contents Etc2Texture(textureName: String)
        Etc2Texture(resourceId: Int)
        Etc2Texture(textureName: String, resourceId: Int, fallbackTexture: Bitmap)
        Etc2Texture(textureName: String, resourceIds: IntArray)
        Etc2Texture(textureName: String, byteBuffer: ByteBuffer)
        Etc2Texture(textureName: String, byteBuffers: Array<ByteBuffer>)
        Etc2Texture(textureName: String, compressedTexture: InputStream, fallbackTexture: Bitmap)
        Etc2Texture(other: Etc1Texture)
        open fun clone(): ATexture
        open fun getResourceId(): Int
        open fun setInputStream(compressedTexture: InputStream, fallbackTexture: Bitmap): Unit
        open fun setResourceId(resourceId: Int): Unit
        open fun setResourceIds(resourceIds: IntArray): Unit
      open class NormalMapTexture : ASingleTexture
        Module Contents NormalMapTexture(other: NormalMapTexture)
        NormalMapTexture(textureName: String)
        NormalMapTexture(textureName: String, resourceId: Int)
        NormalMapTexture(textureName: String, bitmap: Bitmap)
        NormalMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): NormalMapTexture
      open class NormalMapTexture : ASingleTexture
        Module Contents NormalMapTexture(other: NormalMapTexture)
        NormalMapTexture(textureName: String)
        NormalMapTexture(textureName: String, resourceId: Int)
        NormalMapTexture(textureName: String, bitmap: Bitmap)
        NormalMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): NormalMapTexture
      open class PalettedTexture : ACompressedTexture
        Module Contents PalettedTexture(other: PalettedTexture)
        PalettedTexture(textureName: String, byteBuffer: ByteBuffer, paletteFormat: PaletteFormat)
        PalettedTexture(textureName: String, byteBuffers: Array<ByteBuffer>, paletteFormat: PaletteFormat)
        class PaletteFormat
          Module Contents PALETTE4_R5_G6_B5
          PALETTE4_RGB5_A1
          PALETTE4_RGB8
          PALETTE4_RGBA4
          PALETTE4_RGBA8
          PALETTE8_R5_G6_B5
          PALETTE8_RGB5_A1
          PALETTE8_RGB8
          PALETTE8_RGBA4
          PALETTE8_RGBA8
        open fun clone(): PalettedTexture
        open fun getPaletteFormat(): PaletteFormat
        open fun setFrom(other: PalettedTexture): Unit
        open fun setPaletteFormat(paletteFormat: PaletteFormat): Unit
      open class PalettedTexture : ACompressedTexture
        Module Contents PalettedTexture(other: PalettedTexture)
        PalettedTexture(textureName: String, byteBuffer: ByteBuffer, paletteFormat: PaletteFormat)
        PalettedTexture(textureName: String, byteBuffers: Array<ByteBuffer>, paletteFormat: PaletteFormat)
        class PaletteFormat
          Module Contents PALETTE4_R5_G6_B5
          PALETTE4_RGB5_A1
          PALETTE4_RGB8
          PALETTE4_RGBA4
          PALETTE4_RGBA8
          PALETTE8_R5_G6_B5
          PALETTE8_RGB5_A1
          PALETTE8_RGB8
          PALETTE8_RGBA4
          PALETTE8_RGBA8
        open fun clone(): PalettedTexture
        open fun getPaletteFormat(): PaletteFormat
        open fun setFrom(other: PalettedTexture): Unit
        open fun setPaletteFormat(paletteFormat: PaletteFormat): Unit
      open class PvrtcTexture : ACompressedTexture
        Module Contents PvrtcTexture(other: PvrtcTexture)
        PvrtcTexture(textureName: String, byteBuffer: ByteBuffer, pvrtcFormat: PvrtcFormat)
        PvrtcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, pvrtcFormat: PvrtcFormat)
        class PvrtcFormat
          Module Contents RGBA_2BPP
          RGBA_4BPP
          RGB_2BPP
          RGB_4BPP
        open fun clone(): PvrtcTexture
        open fun getPvrtcFormat(): PvrtcFormat
        open fun setFrom(other: PvrtcTexture): Unit
        open fun setPvrtcFormat(pvrtcFormat: PvrtcFormat): Unit
      open class PvrtcTexture : ACompressedTexture
        Module Contents PvrtcTexture(other: PvrtcTexture)
        PvrtcTexture(textureName: String, byteBuffer: ByteBuffer, pvrtcFormat: PvrtcFormat)
        PvrtcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, pvrtcFormat: PvrtcFormat)
        class PvrtcFormat
          Module Contents RGBA_2BPP
          RGBA_4BPP
          RGB_2BPP
          RGB_4BPP
        open fun clone(): PvrtcTexture
        open fun getPvrtcFormat(): PvrtcFormat
        open fun setFrom(other: PvrtcTexture): Unit
        open fun setPvrtcFormat(pvrtcFormat: PvrtcFormat): Unit
      open class RenderTargetTexture : ATexture
        Module Contents RenderTargetTexture(other: RenderTargetTexture)
        RenderTargetTexture(textureName: String)
        RenderTargetTexture(textureName: String, width: Int, height: Int)
        RenderTargetTexture(textureName: String, width: Int, height: Int, internalFormat: RenderTargetTextureFormat, format: RenderTargetTextureFormat, type: RenderTargetTextureType)
        class RenderTargetTextureFormat
          Module Contents DEPTH
          DEPTH16
          RGB
          RGBA
          fun getFormat(): Int
        class RenderTargetTextureType
          Module Contents BYTE
          FLOAT
          INT
          SHORT
          UNSIGNED_BYTE
          UNSIGNED_INT
          UNSIGNED_SHORT
          fun getType(): Int
        open fun clone(): RenderTargetTexture
        open fun resize(width: Int, height: Int): Unit
        open fun setFrom(other: RenderTargetTexture): Unit
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Int): Unit
      open class RenderTargetTexture : ATexture
        Module Contents RenderTargetTexture(other: RenderTargetTexture)
        RenderTargetTexture(textureName: String)
        RenderTargetTexture(textureName: String, width: Int, height: Int)
        RenderTargetTexture(textureName: String, width: Int, height: Int, internalFormat: RenderTargetTextureFormat, format: RenderTargetTextureFormat, type: RenderTargetTextureType)
        class RenderTargetTextureFormat
          Module Contents DEPTH
          DEPTH16
          RGB
          RGBA
          fun getFormat(): Int
        class RenderTargetTextureType
          Module Contents BYTE
          FLOAT
          INT
          SHORT
          UNSIGNED_BYTE
          UNSIGNED_INT
          UNSIGNED_SHORT
          fun getType(): Int
        open fun clone(): RenderTargetTexture
        open fun resize(width: Int, height: Int): Unit
        open fun setFrom(other: RenderTargetTexture): Unit
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Int): Unit
      open class SpecularMapTexture : ASingleTexture
        Module Contents SpecularMapTexture(other: SpecularMapTexture)
        SpecularMapTexture(textureName: String)
        SpecularMapTexture(textureName: String, resourceId: Int)
        SpecularMapTexture(textureName: String, bitmap: Bitmap)
        SpecularMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): SpecularMapTexture
      open class SpecularMapTexture : ASingleTexture
        Module Contents SpecularMapTexture(other: SpecularMapTexture)
        SpecularMapTexture(textureName: String)
        SpecularMapTexture(textureName: String, resourceId: Int)
        SpecularMapTexture(textureName: String, bitmap: Bitmap)
        SpecularMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): SpecularMapTexture
      open class SphereMapTexture : ASingleTexture
        Module Contents SphereMapTexture(other: SphereMapTexture)
        SphereMapTexture(textureName: String)
        SphereMapTexture(textureName: String, resourceId: Int)
        SphereMapTexture(textureName: String, bitmap: Bitmap)
        SphereMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): SphereMapTexture
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class SphereMapTexture : ASingleTexture
        Module Contents SphereMapTexture(other: SphereMapTexture)
        SphereMapTexture(textureName: String)
        SphereMapTexture(textureName: String, resourceId: Int)
        SphereMapTexture(textureName: String, bitmap: Bitmap)
        SphereMapTexture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): SphereMapTexture
        open fun isEnvironmentTexture(value: Boolean): Unit
        open fun isEnvironmentTexture(): Boolean
        open fun isSkyTexture(value: Boolean): Unit
        open fun isSkyTexture(): Boolean
      open class StreamingTexture : ATexture
        Module Contents StreamingTexture(textureName: String, mediaPlayer: MediaPlayer)
        StreamingTexture(textureName: String, camera: Camera, onFrameAvailableListener: OnFrameAvailableListener)
        StreamingTexture(textureName: String, listener: ISurfaceListener)
        StreamingTexture(other: StreamingTexture)
        interface ISurfaceListener
          Module Contents abstract fun setSurface(surface: Surface): Unit
        open fun clone(): StreamingTexture
        open fun getSurfaceTexture(): SurfaceTexture
        open fun update(): Unit
        open fun updateMediaPlayer(mediaPlayer: MediaPlayer): Unit
      open class StreamingTexture : ATexture
        Module Contents StreamingTexture(textureName: String, mediaPlayer: MediaPlayer)
        StreamingTexture(textureName: String, camera: Camera, onFrameAvailableListener: OnFrameAvailableListener)
        StreamingTexture(textureName: String, listener: ISurfaceListener)
        StreamingTexture(other: StreamingTexture)
        interface ISurfaceListener
          Module Contents abstract fun setSurface(surface: Surface): Unit
        open fun clone(): StreamingTexture
        open fun getSurfaceTexture(): SurfaceTexture
        open fun update(): Unit
        open fun updateMediaPlayer(mediaPlayer: MediaPlayer): Unit
      open class Texture : ASingleTexture
        Module Contents Texture(other: Texture)
        Texture(textureName: String)
        Texture(textureName: String, resourceId: Int)
        Texture(textureName: String, bitmap: Bitmap)
        Texture(textureName: String, atlas: TextureAtlas)
        Texture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): Texture
      open class Texture : ASingleTexture
        Module Contents Texture(other: Texture)
        Texture(textureName: String)
        Texture(textureName: String, resourceId: Int)
        Texture(textureName: String, bitmap: Bitmap)
        Texture(textureName: String, atlas: TextureAtlas)
        Texture(textureName: String, compressedTexture: ACompressedTexture)
        open fun clone(): Texture
      open class TextureAtlas
        Module Contents TextureAtlas(width: Int, height: Int, usesCompression: Boolean)
        open fun getHeight(): Float
        open fun getPages(): Array<Bitmap>
        open fun getTileNamed(name: String): Tile
        open fun getTiles(): Array<Tile>
        open fun getUsesCompression(): Boolean
        open fun getWidth(): Float
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Float): Unit
      open class TextureAtlas
        Module Contents TextureAtlas(width: Int, height: Int, usesCompression: Boolean)
        open fun getHeight(): Float
        open fun getPages(): Array<Bitmap>
        open fun getTileNamed(name: String): Tile
        open fun getTiles(): Array<Tile>
        open fun getUsesCompression(): Boolean
        open fun getWidth(): Float
        open fun setHeight(height: Int): Unit
        open fun setWidth(width: Float): Unit
      class TextureManager : AResourceManager
        Module Contents fun addTexture(texture: ATexture): ATexture
        static fun getInstance(): TextureManager
        fun getTextureCount(): Int
        fun reload(): Unit
        fun removeTexture(texture: ATexture): Unit
        fun removeTextures(textures: MutableList<ATexture>): Unit
        fun replaceTexture(texture: ATexture): Unit
        fun reset(): Unit
        fun taskAdd(texture: ATexture): Unit
        fun taskReload(): Unit
        fun taskRemove(texture: ATexture): Unit
        fun taskReplace(texture: ATexture): Unit
        fun taskReset(): Unit
        fun taskReset(renderer: Renderer): Unit
        fun taskResizeRenderTarget(renderTargetTexture: RenderTargetTexture): Unit
      class TextureManager : AResourceManager
        Module Contents fun addTexture(texture: ATexture): ATexture
        static fun getInstance(): TextureManager
        fun getTextureCount(): Int
        fun reload(): Unit
        fun removeTexture(texture: ATexture): Unit
        fun removeTextures(textures: MutableList<ATexture>): Unit
        fun replaceTexture(texture: ATexture): Unit
        fun reset(): Unit
        fun taskAdd(texture: ATexture): Unit
        fun taskReload(): Unit
        fun taskRemove(texture: ATexture): Unit
        fun taskReplace(texture: ATexture): Unit
        fun taskReset(): Unit
        fun taskReset(renderer: Renderer): Unit
        fun taskResizeRenderTarget(renderTargetTexture: RenderTargetTexture): Unit
      open class TexturePacker
        Module Contents TexturePacker(context: Context)
        open class Tile
          Module Contents open fun getPage(): Bitmap
          var height: Int
          var name: String
          var stream: InputStream
          var width: Int
          var x: Int
          var y: Int
        open fun packTexturesFromAssets(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, subDir: String): TextureAtlas
        open fun packTexturesFromResources(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, resourceIDs: IntArray): TextureAtlas
      open class TexturePacker
        Module Contents TexturePacker(context: Context)
        open class Tile
          Module Contents open fun getPage(): Bitmap
          var height: Int
          var name: String
          var stream: InputStream
          var width: Int
          var x: Int
          var y: Int
        open fun packTexturesFromAssets(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, subDir: String): TextureAtlas
        open fun packTexturesFromResources(atlasWidth: Int, altasHeight: Int, padding: Int, useCompresison: Boolean, resourceIDs: IntArray): TextureAtlas
      open class ThreeDcTexture : ACompressedTexture
        Module Contents ThreeDcTexture(other: ThreeDcTexture)
        ThreeDcTexture(textureName: String, byteBuffer: ByteBuffer, threeDcFormat: ThreeDcFormat)
        ThreeDcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, threeDcFormat: ThreeDcFormat)
        class ThreeDcFormat
          Module Contents X
          XY
        open fun clone(): ThreeDcTexture
        open fun getThreeDcFormat(): ThreeDcFormat
        open fun setFrom(other: ThreeDcTexture): Unit
        open fun setThreeDcFormat(mThreeDcFormat: ThreeDcFormat): Unit
      open class ThreeDcTexture : ACompressedTexture
        Module Contents ThreeDcTexture(other: ThreeDcTexture)
        ThreeDcTexture(textureName: String, byteBuffer: ByteBuffer, threeDcFormat: ThreeDcFormat)
        ThreeDcTexture(textureName: String, byteBuffers: Array<ByteBuffer>, threeDcFormat: ThreeDcFormat)
        class ThreeDcFormat
          Module Contents X
          XY
        open fun clone(): ThreeDcTexture
        open fun getThreeDcFormat(): ThreeDcFormat
        open fun setFrom(other: ThreeDcTexture): Unit
        open fun setThreeDcFormat(mThreeDcFormat: ThreeDcFormat): Unit
    package org.rajawali3d.materials.textures.utils
      Module Contents open class ETC2Util
        Module Contents ETC2Util()
        class ETC2
          Module Contents ETC2()
          static fun getETC2CompressionType(header: ByteBuffer): Int
          static fun getEncodedDataSize(width: Int, height: Int): Int
          static fun getEncodedHeight(header: ByteBuffer): Int
          static fun getEncodedWidth(header: ByteBuffer): Int
          static fun getHeight(header: ByteBuffer): Int
          static fun getWidth(header: ByteBuffer): Int
          static fun isValid(header: ByteBuffer): Boolean
        open class ETC2Texture
          Module Contents ETC2Texture(type: Int, width: Int, height: Int, data: ByteBuffer)
          open fun getCompressionFormat(): Int
          open fun getData(): ByteBuffer
          open fun getHeight(): Int
          open fun getWidth(): Int
        static val GL_COMPRESSED_ETC1_RGB8_OES: Int
        static val GL_COMPRESSED_R11_EAC: Int
        static val GL_COMPRESSED_RG11_EAC: Int
        static val GL_COMPRESSED_RGB8_ETC2: Int
        static val GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        static val GL_COMPRESSED_RGBA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SIGNED_R11_EAC: Int
        static val GL_COMPRESSED_SIGNED_RG11_EAC: Int
        static val GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SRGB8_ETC2: Int
        static val GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        open static fun createTexture(input: InputStream): ETC2Texture
        open static fun isETC2Supported(): Boolean
      open class ETC2Util
        Module Contents ETC2Util()
        class ETC2
          Module Contents ETC2()
          static fun getETC2CompressionType(header: ByteBuffer): Int
          static fun getEncodedDataSize(width: Int, height: Int): Int
          static fun getEncodedHeight(header: ByteBuffer): Int
          static fun getEncodedWidth(header: ByteBuffer): Int
          static fun getHeight(header: ByteBuffer): Int
          static fun getWidth(header: ByteBuffer): Int
          static fun isValid(header: ByteBuffer): Boolean
        open class ETC2Texture
          Module Contents ETC2Texture(type: Int, width: Int, height: Int, data: ByteBuffer)
          open fun getCompressionFormat(): Int
          open fun getData(): ByteBuffer
          open fun getHeight(): Int
          open fun getWidth(): Int
        static val GL_COMPRESSED_ETC1_RGB8_OES: Int
        static val GL_COMPRESSED_R11_EAC: Int
        static val GL_COMPRESSED_RG11_EAC: Int
        static val GL_COMPRESSED_RGB8_ETC2: Int
        static val GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        static val GL_COMPRESSED_RGBA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SIGNED_R11_EAC: Int
        static val GL_COMPRESSED_SIGNED_RG11_EAC: Int
        static val GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: Int
        static val GL_COMPRESSED_SRGB8_ETC2: Int
        static val GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int
        open static fun createTexture(input: InputStream): ETC2Texture
        open static fun isETC2Supported(): Boolean
    package org.rajawali3d.math
      Module Contents open class MathUtil
        Module Contents MathUtil()
        static val HALF_PI: Double
        static val PI: Double
        static val PRECISION: Int
        static val PRE_180_DIV_PI: Double
        static val PRE_PI_DIV_180: Double
        static val TWO_PI: Double
        open static fun clamp(value: Double, min: Double, max: Double): Double
        open static fun clamp(value: Int, min: Int, max: Int): Int
        open static fun clamp(value: Short, min: Short, max: Short): Short
        open static fun cos(radians: Double): Double
        open static fun degreesToRadians(degrees: Double): Double
        open static fun getClosestPowerOfTwo(x: Int): Int
        open static fun initialize(): Boolean
        open static fun radiansToDegrees(radians: Double): Double
        open static fun realEqual(a: Double, b: Double, tolerance: Double): Boolean
        open static fun sin(radians: Double): Double
        open static fun tan(radians: Double): Double
      open class MathUtil
        Module Contents MathUtil()
        static val HALF_PI: Double
        static val PI: Double
        static val PRECISION: Int
        static val PRE_180_DIV_PI: Double
        static val PRE_PI_DIV_180: Double
        static val TWO_PI: Double
        open static fun clamp(value: Double, min: Double, max: Double): Double
        open static fun clamp(value: Int, min: Int, max: Int): Int
        open static fun clamp(value: Short, min: Short, max: Short): Short
        open static fun cos(radians: Double): Double
        open static fun degreesToRadians(degrees: Double): Double
        open static fun getClosestPowerOfTwo(x: Int): Int
        open static fun initialize(): Boolean
        open static fun radiansToDegrees(radians: Double): Double
        open static fun realEqual(a: Double, b: Double, tolerance: Double): Boolean
        open static fun sin(radians: Double): Double
        open static fun tan(radians: Double): Double
      open class Matrix
        Module Contents Matrix()
        open static fun frustumM(m: DoubleArray, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun invertM(mInv: DoubleArray, mInvOffset: Int, m: DoubleArray, mOffset: Int): Boolean
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun multiplyMM(result: DoubleArray, resultOffset: Int, lhs: DoubleArray, lhsOffset: Int, rhs: DoubleArray, rhsOffset: Int): Unit
        open static fun multiplyMV(resultVec: DoubleArray, resultVecOffset: Int, lhsMat: DoubleArray, lhsMatOffset: Int, rhsVec: DoubleArray, rhsVecOffset: Int): Unit
        open static fun orthoM(m: DoubleArray, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun perspectiveM(m: DoubleArray, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun rotateM(rm: DoubleArray, rmOffset: Int, m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun rotateM(m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(sm: DoubleArray, smOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setIdentityM(sm: DoubleArray, smOffset: Int): Unit
        open static fun setLookAtM(rm: DoubleArray, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun setRotateEulerM(rm: DoubleArray, rmOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setRotateM(rm: DoubleArray, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun translateM(tm: DoubleArray, tmOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun translateM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun transposeM(mTrans: DoubleArray, mTransOffset: Int, m: DoubleArray, mOffset: Int): Unit
      open class Matrix
        Module Contents Matrix()
        open static fun frustumM(m: DoubleArray, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun invertM(mInv: DoubleArray, mInvOffset: Int, m: DoubleArray, mOffset: Int): Boolean
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun multiplyMM(result: DoubleArray, resultOffset: Int, lhs: DoubleArray, lhsOffset: Int, rhs: DoubleArray, rhsOffset: Int): Unit
        open static fun multiplyMV(resultVec: DoubleArray, resultVecOffset: Int, lhsMat: DoubleArray, lhsMatOffset: Int, rhsVec: DoubleArray, rhsVecOffset: Int): Unit
        open static fun orthoM(m: DoubleArray, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
        open static fun perspectiveM(m: DoubleArray, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun rotateM(rm: DoubleArray, rmOffset: Int, m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun rotateM(m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(sm: DoubleArray, smOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun scaleM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setIdentityM(sm: DoubleArray, smOffset: Int): Unit
        open static fun setLookAtM(rm: DoubleArray, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun setRotateEulerM(rm: DoubleArray, rmOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun setRotateM(rm: DoubleArray, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
        open static fun translateM(tm: DoubleArray, tmOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun translateM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
        open static fun transposeM(mTrans: DoubleArray, mTransOffset: Int, m: DoubleArray, mOffset: Int): Unit
      class Matrix4 : Cloneable
        Module Contents Matrix4()
        Matrix4(@NonNull matrix: Matrix4)
        Matrix4(@NonNull matrix: DoubleArray)
        Matrix4(@NonNull matrix: FloatArray)
        Matrix4(@NonNull quat: Quaternion)
        static val M00: Int
        static val M01: Int
        static val M02: Int
        static val M03: Int
        static val M10: Int
        static val M11: Int
        static val M12: Int
        static val M13: Int
        static val M20: Int
        static val M21: Int
        static val M22: Int
        static val M23: Int
        static val M30: Int
        static val M31: Int
        static val M32: Int
        static val M33: Int
        @NonNull fun add(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun clone(): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
        @NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
        fun determinant(): Double
        fun equals(other: Any?): Boolean
        @NonNull fun getDoubleValues(): DoubleArray
        @NonNull fun getFloatValues(): FloatArray
        @NonNull fun getScaling(): Vector3
        @NonNull fun getScaling(@NonNull vec: Vector3): Vector3
        @NonNull fun getTranslation(): Vector3
        @NonNull fun getTranslation(vec: Vector3): Vector3
        fun hashCode(): Int
        @NonNull fun identity(): Matrix4
        @NonNull fun inverse(): Matrix4
        @NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
        @NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun multiply(value: Double): Matrix4
        @NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
        @NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
        @NonNull fun projectVector(@NonNull vec: Vector3): Vector3
        @NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        fun rotateVector(@NonNull vec: Vector3): Unit
        @NonNull fun scale(@NonNull vec: Vector3): Matrix4
        @NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun scale(s: Double): Matrix4
        @NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
        @NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
        @NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
        @NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
        @NonNull fun setCoordinateZoom(zoom: Double): Matrix4
        @NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToNormalMatrix(): Matrix4
        @NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        @NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
        @NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
        @NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
        @NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
        fun toArray(@NonNull doubleArray: DoubleArray): Unit
        fun toFloatArray(@NonNull floatArray: FloatArray): Unit
        @NonNull fun toString(): String
        @NonNull fun translate(@NonNull vec: Vector3): Matrix4
        @NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun transpose(): Matrix4
        @NonNull fun zero(): Matrix4
      class Matrix4 : Cloneable
        Module Contents Matrix4()
        Matrix4(@NonNull matrix: Matrix4)
        Matrix4(@NonNull matrix: DoubleArray)
        Matrix4(@NonNull matrix: FloatArray)
        Matrix4(@NonNull quat: Quaternion)
        static val M00: Int
        static val M01: Int
        static val M02: Int
        static val M03: Int
        static val M10: Int
        static val M11: Int
        static val M12: Int
        static val M13: Int
        static val M20: Int
        static val M21: Int
        static val M22: Int
        static val M23: Int
        static val M30: Int
        static val M31: Int
        static val M32: Int
        static val M33: Int
        @NonNull fun add(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun clone(): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
        @NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
        @NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
        fun determinant(): Double
        fun equals(other: Any?): Boolean
        @NonNull fun getDoubleValues(): DoubleArray
        @NonNull fun getFloatValues(): FloatArray
        @NonNull fun getScaling(): Vector3
        @NonNull fun getScaling(@NonNull vec: Vector3): Vector3
        @NonNull fun getTranslation(): Vector3
        @NonNull fun getTranslation(vec: Vector3): Vector3
        fun hashCode(): Int
        @NonNull fun identity(): Matrix4
        @NonNull fun inverse(): Matrix4
        @NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
        @NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun multiply(value: Double): Matrix4
        @NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
        @NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
        @NonNull fun projectVector(@NonNull vec: Vector3): Vector3
        @NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
        @NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        fun rotateVector(@NonNull vec: Vector3): Unit
        @NonNull fun scale(@NonNull vec: Vector3): Matrix4
        @NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun scale(s: Double): Matrix4
        @NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
        @NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
        @NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
        @NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
        @NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
        @NonNull fun setCoordinateZoom(zoom: Double): Matrix4
        @NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setToNormalMatrix(): Matrix4
        @NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
        @NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
        @NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull axis: Axis, angle: Double): Matrix4
        @NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
        @NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
        @NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
        @NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
        @NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
        @NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
        @NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
        @NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
        @NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
        fun toArray(@NonNull doubleArray: DoubleArray): Unit
        fun toFloatArray(@NonNull floatArray: FloatArray): Unit
        @NonNull fun toString(): String
        @NonNull fun translate(@NonNull vec: Vector3): Matrix4
        @NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
        @NonNull fun transpose(): Matrix4
        @NonNull fun zero(): Matrix4
      open class Plane
        Module Contents Plane()
        Plane(point1: Vector3, point2: Vector3, point3: Vector3)
        class PlaneSide
          Module Contents BACK
          FRONT
          ONPLANE
        open fun getD(): Double
        open fun getDistanceTo(point: Vector3): Double
        open fun getNormal(): Vector3
        open fun getPointSide(point: Vector3): PlaneSide
        open fun isFrontFacing(direction: Vector3): Boolean
        open fun normalize(): Unit
        open fun set(point1: Vector3, point2: Vector3, point3: Vector3): Unit
        open fun setComponents(x: Double, y: Double, z: Double, w: Double): Unit
      open class Plane
        Module Contents Plane()
        Plane(point1: Vector3, point2: Vector3, point3: Vector3)
        class PlaneSide
          Module Contents BACK
          FRONT
          ONPLANE
        open fun getD(): Double
        open fun getDistanceTo(point: Vector3): Double
        open fun getNormal(): Vector3
        open fun getPointSide(point: Vector3): PlaneSide
        open fun isFrontFacing(direction: Vector3): Boolean
        open fun normalize(): Unit
        open fun set(point1: Vector3, point2: Vector3, point3: Vector3): Unit
        open fun setComponents(x: Double, y: Double, z: Double, w: Double): Unit
      class Quaternion : Cloneable
        Module Contents Quaternion()
        Quaternion(w: Double, x: Double, y: Double, z: Double)
        Quaternion(@NonNull quat: Quaternion)
        Quaternion(@NonNull axis: Vector3, angle: Double)
        static val NORMALIZATION_TOLERANCE: Double
        static val PARALLEL_TOLERANCE: Double
        @NonNull fun add(@NonNull quat: Quaternion): Quaternion
        fun angleBetween(@NonNull other: Quaternion): Double
        @NonNull fun clone(): Quaternion
        @NonNull fun computeW(): Quaternion
        @NonNull fun conjugate(): Quaternion
        @NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        fun dot(@NonNull other: Quaternion): Double
        fun equals(other: Any?): Boolean
        fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
        @NonNull fun exp(): Quaternion
        @NonNull fun expAndCreate(): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Axis, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
        @NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
        @NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
        @NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
        @NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        @NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
        @NonNull fun getAxis(@NonNull axis: Axis): Vector3
        fun getGimbalPole(): Int
        @NonNull static fun getIdentity(): Quaternion
        fun getRotationX(): Double
        fun getRotationY(): Double
        fun getRotationZ(): Double
        @NonNull fun getXAxis(): Vector3
        @NonNull fun getYAxis(): Vector3
        @NonNull fun getZAxis(): Vector3
        @NonNull fun identity(): Quaternion
        @NonNull fun inverse(): Quaternion
        @NonNull fun invertAndCreate(): Quaternion
        fun length(): Double
        fun length2(): Double
        @NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun log(): Quaternion
        @NonNull fun logAndCreate(): Quaternion
        @NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull fun multiply(scalar: Double): Quaternion
        @NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
        @NonNull fun multiply(@NonNull vector: Vector3): Vector3
        @NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
        @NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        fun normalize(): Double
        @NonNull fun pow(p: Double): Quaternion
        @NonNull fun pow(@NonNull p: Quaternion): Quaternion
        @NonNull fun powAndCreate(p: Double): Quaternion
        @NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
        @NonNull fun setAll(quat: Quaternion): Quaternion
        @NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
        @NonNull fun toRotationMatrix(): Matrix4
        @NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
        fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
        fun toString(): String
        var w: Double
        var x: Double
        var y: Double
        var z: Double
      class Quaternion : Cloneable
        Module Contents Quaternion()
        Quaternion(w: Double, x: Double, y: Double, z: Double)
        Quaternion(@NonNull quat: Quaternion)
        Quaternion(@NonNull axis: Vector3, angle: Double)
        static val NORMALIZATION_TOLERANCE: Double
        static val PARALLEL_TOLERANCE: Double
        @NonNull fun add(@NonNull quat: Quaternion): Quaternion
        fun angleBetween(@NonNull other: Quaternion): Double
        @NonNull fun clone(): Quaternion
        @NonNull fun computeW(): Quaternion
        @NonNull fun conjugate(): Quaternion
        @NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        fun dot(@NonNull other: Quaternion): Double
        fun equals(other: Any?): Boolean
        fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
        @NonNull fun exp(): Quaternion
        @NonNull fun expAndCreate(): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Axis, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
        @NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
        @NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
        @NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
        @NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
        @NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
        @NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
        @NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
        @NonNull fun getAxis(@NonNull axis: Axis): Vector3
        fun getGimbalPole(): Int
        @NonNull static fun getIdentity(): Quaternion
        fun getRotationX(): Double
        fun getRotationY(): Double
        fun getRotationZ(): Double
        @NonNull fun getXAxis(): Vector3
        @NonNull fun getYAxis(): Vector3
        @NonNull fun getZAxis(): Vector3
        @NonNull fun identity(): Quaternion
        @NonNull fun inverse(): Quaternion
        @NonNull fun invertAndCreate(): Quaternion
        fun length(): Double
        fun length2(): Double
        @NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun log(): Quaternion
        @NonNull fun logAndCreate(): Quaternion
        @NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
        @NonNull fun multiply(scalar: Double): Quaternion
        @NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
        @NonNull fun multiply(@NonNull vector: Vector3): Vector3
        @NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
        @NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        fun normalize(): Double
        @NonNull fun pow(p: Double): Quaternion
        @NonNull fun pow(@NonNull p: Quaternion): Quaternion
        @NonNull fun powAndCreate(p: Double): Quaternion
        @NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
        @NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
        @NonNull fun setAll(quat: Quaternion): Quaternion
        @NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
        @NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
        @NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
        @NonNull fun toRotationMatrix(): Matrix4
        @NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
        fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
        fun toString(): String
        var w: Double
        var x: Double
        var y: Double
        var z: Double
    package org.rajawali3d.math.vector
      Module Contents open class Vector2
        Module Contents Vector2()
        Vector2(x: Double, y: Double)
        Vector2(vals: Array<String>)
        open fun getX(): Double
        open fun getY(): Double
        open fun setAll(x: Double, y: Double): Unit
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
      open class Vector2
        Module Contents Vector2()
        Vector2(x: Double, y: Double)
        Vector2(vals: Array<String>)
        open fun getX(): Double
        open fun getY(): Double
        open fun setAll(x: Double, y: Double): Unit
        open fun setX(x: Double): Unit
        open fun setY(y: Double): Unit
      open class Vector3 : Cloneable
        Module Contents Vector3()
        Vector3(from: Double)
        Vector3(@NonNull from: Vector3)
        Vector3(@NonNull values: Array<String>)
        Vector3(@NonNull values: DoubleArray)
        Vector3(x: Double, y: Double, z: Double)
        class Axis
          Module Contents X
          Y
          Z
        @NonNull static val NEG_X: Vector3
        @NonNull static val NEG_Y: Vector3
        @NonNull static val NEG_Z: Vector3
        @NonNull static val ONE: Vector3
        @NonNull static val X: Vector3
        @NonNull static val Y: Vector3
        @NonNull static val Z: Vector3
        @NonNull static val ZERO: Vector3
        @NonNull open fun absoluteValue(): Vector3
        @NonNull open fun add(@NonNull v: Vector3): Vector3
        @NonNull open fun add(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun add(value: Double): Vector3
        @NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun angle(@NonNull v: Vector3): Double
        @NonNull open fun clone(): Vector3
        @NonNull open fun cross(@NonNull v: Vector3): Vector3
        @NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
        @NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun distanceTo(@NonNull v: Vector3): Double
        open fun distanceTo(x: Double, y: Double, z: Double): Double
        open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun distanceTo2(@NonNull v: Vector3): Double
        open fun distanceTo2(x: Double, y: Double, z: Double): Double
        open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        @NonNull open fun divide(value: Double): Vector3
        @NonNull open fun divide(@NonNull v: Vector3): Vector3
        @NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun dot(@NonNull v: Vector3): Double
        open fun dot(x: Double, y: Double, z: Double): Double
        open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun equals(other: Any?): Boolean
        open fun equals(@NonNull obj: Vector3, error: Double): Boolean
        @NonNull open static fun getAxisVector(@NonNull axis: Axis): Vector3
        @NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
        @NonNull open fun inverse(): Vector3
        @NonNull open fun invertAndCreate(): Vector3
        open fun isUnit(): Boolean
        open fun isUnit(margin: Double): Boolean
        open fun isZero(): Boolean
        open fun isZero(margin: Double): Boolean
        open fun length(): Double
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun length(@NonNull v: Vector3): Double
        open fun length2(): Double
        open static fun length2(@NonNull v: Vector3): Double
        open static fun length2(x: Double, y: Double, z: Double): Double
        @NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
        @NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun multiply(value: Double): Vector3
        @NonNull open fun multiply(@NonNull v: Vector3): Vector3
        @NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
        @NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun normalize(): Double
        open static fun orthoNormalize(@NonNull vecs: Array<Vector3>): Unit
        open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
        @NonNull open fun project(@NonNull v: Vector3): Vector3
        @NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun project(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
        @NonNull open fun rotateX(angle: Double): Vector3
        @NonNull open fun rotateY(angle: Double): Vector3
        @NonNull open fun rotateZ(angle: Double): Vector3
        @NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
        @NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
        open fun setAll(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun setAll(@NonNull other: Vector3): Vector3
        @NonNull open fun setAll(@NonNull axis: Axis): Vector3
        @NonNull open fun subtract(@NonNull v: Vector3): Vector3
        @NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun subtract(value: Double): Vector3
        @NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun toArray(array: DoubleArray): DoubleArray
        @NonNull open fun toArray(): DoubleArray
        @NonNull open fun toString(): String
        var x: Double
        var y: Double
        var z: Double
      open class Vector3 : Cloneable
        Module Contents Vector3()
        Vector3(from: Double)
        Vector3(@NonNull from: Vector3)
        Vector3(@NonNull values: Array<String>)
        Vector3(@NonNull values: DoubleArray)
        Vector3(x: Double, y: Double, z: Double)
        class Axis
          Module Contents X
          Y
          Z
        @NonNull static val NEG_X: Vector3
        @NonNull static val NEG_Y: Vector3
        @NonNull static val NEG_Z: Vector3
        @NonNull static val ONE: Vector3
        @NonNull static val X: Vector3
        @NonNull static val Y: Vector3
        @NonNull static val Z: Vector3
        @NonNull static val ZERO: Vector3
        @NonNull open fun absoluteValue(): Vector3
        @NonNull open fun add(@NonNull v: Vector3): Vector3
        @NonNull open fun add(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun add(value: Double): Vector3
        @NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun angle(@NonNull v: Vector3): Double
        @NonNull open fun clone(): Vector3
        @NonNull open fun cross(@NonNull v: Vector3): Vector3
        @NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
        @NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun distanceTo(@NonNull v: Vector3): Double
        open fun distanceTo(x: Double, y: Double, z: Double): Double
        open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun distanceTo2(@NonNull v: Vector3): Double
        open fun distanceTo2(x: Double, y: Double, z: Double): Double
        open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        @NonNull open fun divide(value: Double): Vector3
        @NonNull open fun divide(@NonNull v: Vector3): Vector3
        @NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun dot(@NonNull v: Vector3): Double
        open fun dot(x: Double, y: Double, z: Double): Double
        open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
        open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
        open fun equals(other: Any?): Boolean
        open fun equals(@NonNull obj: Vector3, error: Double): Boolean
        @NonNull open static fun getAxisVector(@NonNull axis: Axis): Vector3
        @NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
        @NonNull open fun inverse(): Vector3
        @NonNull open fun invertAndCreate(): Vector3
        open fun isUnit(): Boolean
        open fun isUnit(margin: Double): Boolean
        open fun isZero(): Boolean
        open fun isZero(margin: Double): Boolean
        open fun length(): Double
        open static fun length(x: Double, y: Double, z: Double): Double
        open static fun length(@NonNull v: Vector3): Double
        open fun length2(): Double
        open static fun length2(@NonNull v: Vector3): Double
        open static fun length2(x: Double, y: Double, z: Double): Double
        @NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
        @NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
        @NonNull open fun multiply(value: Double): Vector3
        @NonNull open fun multiply(@NonNull v: Vector3): Vector3
        @NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
        @NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        open fun normalize(): Double
        open static fun orthoNormalize(@NonNull vecs: Array<Vector3>): Unit
        open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
        @NonNull open fun project(@NonNull v: Vector3): Vector3
        @NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
        @NonNull open fun project(@NonNull matrix: Matrix4): Vector3
        @NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
        @NonNull open fun rotateX(angle: Double): Vector3
        @NonNull open fun rotateY(angle: Double): Vector3
        @NonNull open fun rotateZ(angle: Double): Vector3
        @NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
        @NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
        open fun setAll(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun setAll(@NonNull other: Vector3): Vector3
        @NonNull open fun setAll(@NonNull axis: Axis): Vector3
        @NonNull open fun subtract(@NonNull v: Vector3): Vector3
        @NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
        @NonNull open fun subtract(value: Double): Vector3
        @NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
        @NonNull open fun toArray(array: DoubleArray): DoubleArray
        @NonNull open fun toArray(): DoubleArray
        @NonNull open fun toString(): String
        var x: Double
        var y: Double
        var z: Double
    package org.rajawali3d.postprocessing
      Module Contents abstract class APass : IPass
        Module Contents APass()
        open fun getHeight(): Int
        open fun getPassType(): PassType
        open fun getRenderToScreen(): Boolean
        open fun getType(): PostProcessingComponentType
        open fun getWidth(): Int
        open fun isClear(): Boolean
        open fun isEnabled(): Boolean
        open fun needsSwap(): Boolean
        abstract fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setHeight(height: Int): Unit
        open fun setMaterial(material: Material): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setWidth(width: Int): Unit
      abstract class APass : IPass
        Module Contents APass()
        open fun getHeight(): Int
        open fun getPassType(): PassType
        open fun getRenderToScreen(): Boolean
        open fun getType(): PostProcessingComponentType
        open fun getWidth(): Int
        open fun isClear(): Boolean
        open fun isEnabled(): Boolean
        open fun needsSwap(): Boolean
        abstract fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setHeight(height: Int): Unit
        open fun setMaterial(material: Material): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setWidth(width: Int): Unit
      abstract class APostProcessingEffect : IPostProcessingEffect
        Module Contents APostProcessingEffect()
        open fun addPass(pass: IPass): IPass
        open fun getPasses(): MutableList<IPass>
        open fun getType(): PostProcessingComponentType
        open fun isEnabled(): Boolean
        open fun removeAllPasses(): Unit
        open fun removePass(pass: IPass): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
      abstract class APostProcessingEffect : IPostProcessingEffect
        Module Contents APostProcessingEffect()
        open fun addPass(pass: IPass): IPass
        open fun getPasses(): MutableList<IPass>
        open fun getType(): PostProcessingComponentType
        open fun isEnabled(): Boolean
        open fun removeAllPasses(): Unit
        open fun removePass(pass: IPass): Unit
        open fun setRenderToScreen(renderToScreen: Boolean): Unit
      interface IPass : IPostProcessingComponent
        Module Contents class PassType
          Module Contents CLEAR
          DEPTH
          EFFECT
          MASK
          MULTIPASS
          RENDER
        abstract fun getHeight(): Int
        abstract fun getPassType(): PassType
        abstract fun getRenderToScreen(): Boolean
        abstract fun getWidth(): Int
        abstract fun isClear(): Boolean
        abstract fun needsSwap(): Boolean
        abstract fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        abstract fun setHeight(height: Int): Unit
        abstract fun setMaterial(material: Material): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
        abstract fun setSize(width: Int, height: Int): Unit
        abstract fun setWidth(width: Int): Unit
      interface IPass : IPostProcessingComponent
        Module Contents class PassType
          Module Contents CLEAR
          DEPTH
          EFFECT
          MASK
          MULTIPASS
          RENDER
        abstract fun getHeight(): Int
        abstract fun getPassType(): PassType
        abstract fun getRenderToScreen(): Boolean
        abstract fun getWidth(): Int
        abstract fun isClear(): Boolean
        abstract fun needsSwap(): Boolean
        abstract fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        abstract fun setHeight(height: Int): Unit
        abstract fun setMaterial(material: Material): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
        abstract fun setSize(width: Int, height: Int): Unit
        abstract fun setWidth(width: Int): Unit
      interface IPostProcessingComponent
        Module Contents class PostProcessingComponentType
          Module Contents EFFECT
          MULTIPASS
          PASS
        abstract fun getType(): PostProcessingComponentType
        abstract fun isEnabled(): Boolean
      interface IPostProcessingComponent
        Module Contents class PostProcessingComponentType
          Module Contents EFFECT
          MULTIPASS
          PASS
        abstract fun getType(): PostProcessingComponentType
        abstract fun isEnabled(): Boolean
      interface IPostProcessingEffect : IPostProcessingComponent
        Module Contents abstract fun addPass(pass: IPass): IPass
        abstract fun getPasses(): MutableList<IPass>
        abstract fun initialize(renderer: Renderer): Unit
        abstract fun removeAllPasses(): Unit
        abstract fun removePass(pass: IPass): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
      interface IPostProcessingEffect : IPostProcessingComponent
        Module Contents abstract fun addPass(pass: IPass): IPass
        abstract fun getPasses(): MutableList<IPass>
        abstract fun initialize(renderer: Renderer): Unit
        abstract fun removeAllPasses(): Unit
        abstract fun removePass(pass: IPass): Unit
        abstract fun setRenderToScreen(renderToScreen: Boolean): Unit
      open class PostProcessingManager
        Module Contents PostProcessingManager(@NonNull renderer: Renderer)
        PostProcessingManager(@NonNull renderer: Renderer, sampleFactor: Double)
        PostProcessingManager(@NonNull renderer: Renderer, width: Int, height: Int)
        open fun addEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun addPass(@NonNull pass: IPass): Unit
        @NonNull open fun getScene(): Scene
        @NonNull open fun getTexture(): ATexture
        open fun insertEffect(index: Int, @NonNull multiPass: IPostProcessingEffect): Unit
        open fun insertPass(index: Int, @NonNull pass: IPass): Unit
        open fun isEmpty(): Boolean
        var mReadBuffer: RenderTarget
        var mWriteBuffer: RenderTarget
        open fun removeEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun removePass(@NonNull pass: IPass): Unit
        open fun render(elapsedTime: Long, deltaTime: Double): Unit
        open fun reset(@NonNull renderTarget: RenderTarget): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun swapBuffers(): Unit
      open class PostProcessingManager
        Module Contents PostProcessingManager(@NonNull renderer: Renderer)
        PostProcessingManager(@NonNull renderer: Renderer, sampleFactor: Double)
        PostProcessingManager(@NonNull renderer: Renderer, width: Int, height: Int)
        open fun addEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun addPass(@NonNull pass: IPass): Unit
        @NonNull open fun getScene(): Scene
        @NonNull open fun getTexture(): ATexture
        open fun insertEffect(index: Int, @NonNull multiPass: IPostProcessingEffect): Unit
        open fun insertPass(index: Int, @NonNull pass: IPass): Unit
        open fun isEmpty(): Boolean
        var mReadBuffer: RenderTarget
        var mWriteBuffer: RenderTarget
        open fun removeEffect(@NonNull multiPass: IPostProcessingEffect): Unit
        open fun removePass(@NonNull pass: IPass): Unit
        open fun render(elapsedTime: Long, deltaTime: Double): Unit
        open fun reset(@NonNull renderTarget: RenderTarget): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun swapBuffers(): Unit
    package org.rajawali3d.postprocessing.effects
      Module Contents open class BloomEffect : APostProcessingEffect
        Module Contents BloomEffect(scene: Scene, camera: Camera, width: Int, height: Int, lowerThreshold: Int, upperThreshold: Int, blendMode: BlendMode)
        open fun initialize(renderer: Renderer): Unit
      open class BloomEffect : APostProcessingEffect
        Module Contents BloomEffect(scene: Scene, camera: Camera, width: Int, height: Int, lowerThreshold: Int, upperThreshold: Int, blendMode: BlendMode)
        open fun initialize(renderer: Renderer): Unit
      open class OutlineEffect : APostProcessingEffect
        Module Contents OutlineEffect(scene: Scene, camera: Camera, width: Int, height: Int, thickness: Float, blendMode: BlendMode)
        open fun initialize(renderer: Renderer): Unit
      open class OutlineEffect : APostProcessingEffect
        Module Contents OutlineEffect(scene: Scene, camera: Camera, width: Int, height: Int, thickness: Float, blendMode: BlendMode)
        open fun initialize(renderer: Renderer): Unit
      open class ShadowEffect : APostProcessingEffect
        Module Contents ShadowEffect(scene: Scene, camera: Camera, light: DirectionalLight, shadowMapSize: Int)
        open fun initialize(renderer: Renderer): Unit
        open fun setShadowInfluence(influence: Float): Unit
      open class ShadowEffect : APostProcessingEffect
        Module Contents ShadowEffect(scene: Scene, camera: Camera, light: DirectionalLight, shadowMapSize: Int)
        open fun initialize(renderer: Renderer): Unit
        open fun setShadowInfluence(influence: Float): Unit
    package org.rajawali3d.postprocessing.materials
      Module Contents open class ShadowMapMaterial : Material
        Module Contents ShadowMapMaterial()
        ShadowMapMaterial(camera: Camera, scene: Scene, light: DirectionalLight)
        open fun applyParams(): Unit
        open fun getMaterialPlugin(): ShadowMapMaterialPlugin
        open fun setCamera(camera: Camera): Unit
        open fun setCurrentObject(currentObject: Object3D): Unit
        open fun setLight(light: DirectionalLight): Unit
        open fun setScene(scene: Scene): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture): Unit
        open fun unsetCurrentObject(currentObject: Object3D): Unit
      open class ShadowMapMaterial : Material
        Module Contents ShadowMapMaterial()
        ShadowMapMaterial(camera: Camera, scene: Scene, light: DirectionalLight)
        open fun applyParams(): Unit
        open fun getMaterialPlugin(): ShadowMapMaterialPlugin
        open fun setCamera(camera: Camera): Unit
        open fun setCurrentObject(currentObject: Object3D): Unit
        open fun setLight(light: DirectionalLight): Unit
        open fun setScene(scene: Scene): Unit
        open fun setShadowInfluence(influence: Float): Unit
        open fun setShadowMapTexture(shadowMapTexture: ATexture): Unit
        open fun unsetCurrentObject(currentObject: Object3D): Unit
    package org.rajawali3d.postprocessing.passes
      Module Contents open class BlendPass : EffectPass
        Module Contents BlendPass(blendMode: BlendMode, blendTexture: ATexture)
        class BlendMode
          Module Contents ADD
          SCREEN
          SUBTRACT
        open fun setMaterial(material: Material): Unit
        open fun setShaderParams(): Unit
      open class BlendPass : EffectPass
        Module Contents BlendPass(blendMode: BlendMode, blendTexture: ATexture)
        class BlendMode
          Module Contents ADD
          SCREEN
          SUBTRACT
        open fun setMaterial(material: Material): Unit
        open fun setShaderParams(): Unit
      open class BlurPass : EffectPass
        Module Contents BlurPass(direction: Direction, radius: Float, screenWidth: Int, screenHeight: Int)
        class Direction
          Module Contents HORIZONTAL
          VERTICAL
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class BlurPass : EffectPass
        Module Contents BlurPass(direction: Direction, radius: Float, screenWidth: Int, screenHeight: Int)
        class Direction
          Module Contents HORIZONTAL
          VERTICAL
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class ClearMaskPass : APass
        Module Contents ClearMaskPass()
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class ClearMaskPass : APass
        Module Contents ClearMaskPass()
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class ColorThresholdPass : EffectPass
        Module Contents ColorThresholdPass(lowerThreshold: Int, upperThreshold: Int)
        open fun setShaderParams(): Unit
      open class ColorThresholdPass : EffectPass
        Module Contents ColorThresholdPass(lowerThreshold: Int, upperThreshold: Int)
        open fun setShaderParams(): Unit
      open class CopyPass : Material
        Module Contents CopyPass()
        open fun setOpacity(opacity: Float): Unit
      open class CopyPass : Material
        Module Contents CopyPass()
        open fun setOpacity(opacity: Float): Unit
      open class CopyToNewRenderTargetPass : EffectPass
        Module Contents CopyToNewRenderTargetPass(name: String, renderer: Renderer, width: Int, height: Int)
        open fun getRenderTarget(): RenderTarget
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class CopyToNewRenderTargetPass : EffectPass
        Module Contents CopyToNewRenderTargetPass(name: String, renderer: Renderer, width: Int, height: Int)
        open fun getRenderTarget(): RenderTarget
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class DepthPass : APass
        Module Contents DepthPass(scene: Scene, camera: Camera)
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class DepthPass : APass
        Module Contents DepthPass(scene: Scene, camera: Camera)
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeTarget: RenderTarget, readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class EffectPass : APass
        Module Contents EffectPass()
        EffectPass(@NonNull material: Material)
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setOpacity(value: Float): Unit
        open fun setShaderParams(): Unit
      open class EffectPass : APass
        Module Contents EffectPass()
        EffectPass(@NonNull material: Material)
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setOpacity(value: Float): Unit
        open fun setShaderParams(): Unit
      open class FXAAPass : EffectPass
        Module Contents FXAAPass()
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class FXAAPass : EffectPass
        Module Contents FXAAPass()
        open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class GreyScalePass : EffectPass
        Module Contents GreyScalePass()
      open class GreyScalePass : EffectPass
        Module Contents GreyScalePass()
      open class MaskPass : APass
        Module Contents MaskPass(scene: Scene)
        open fun isInverse(): Boolean
        open fun render(scene: Scene, render: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setInverse(inverse: Boolean): Unit
      open class MaskPass : APass
        Module Contents MaskPass(scene: Scene)
        open fun isInverse(): Boolean
        open fun render(scene: Scene, render: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setInverse(inverse: Boolean): Unit
      open class PixelatedPass : EffectPass
        Module Contents PixelatedPass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class PixelatedPass : EffectPass
        Module Contents PixelatedPass(rows: Float, cols: Float)
        open fun setGrid(rows: Float, cols: Float): Unit
        open fun setShaderParams(): Unit
      open class RenderPass : APass
        Module Contents RenderPass(scene: Scene, camera: Camera, clearColor: Int)
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class RenderPass : APass
        Module Contents RenderPass(scene: Scene, camera: Camera, clearColor: Int)
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
      open class ScanlinePass : EffectPass
        Module Contents ScanlinePass(opacity: Float, radius: Float, screenWidth: Int, screenHeight: Int)
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class ScanlinePass : EffectPass
        Module Contents ScanlinePass(opacity: Float, radius: Float, screenWidth: Int, screenHeight: Int)
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
      open class SepiaPass : EffectPass
        Module Contents SepiaPass()
      open class SepiaPass : EffectPass
        Module Contents SepiaPass()
      open class ShadowPass : RenderPass
        Module Contents ShadowPass(shadowPassType: ShadowPassType, scene: Scene, camera: Camera, light: DirectionalLight, renderTarget: RenderTarget)
        class ShadowPassType
          Module Contents APPLY_SHADOW_MAP
          CREATE_SHADOW_MAP
        open fun getShadowMapMaterial(): ShadowMapMaterial
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial): Unit
      open class ShadowPass : RenderPass
        Module Contents ShadowPass(shadowPassType: ShadowPassType, scene: Scene, camera: Camera, light: DirectionalLight, renderTarget: RenderTarget)
        class ShadowPassType
          Module Contents APPLY_SHADOW_MAP
          CREATE_SHADOW_MAP
        open fun getShadowMapMaterial(): ShadowMapMaterial
        open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
        open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial): Unit
      open class SobelPass : EffectPass
        Module Contents SobelPass(x: Float, y: Float)
        open fun setGrid(x: Float, y: Float): Unit
        open fun setShaderParams(): Unit
      open class SobelPass : EffectPass
        Module Contents SobelPass(x: Float, y: Float)
        open fun setGrid(x: Float, y: Float): Unit
        open fun setShaderParams(): Unit
      open class VignettePass : EffectPass
        Module Contents VignettePass(opacity: Float, radius: Float, softness: Float, screenWidth: Int, screenHeight: Int)
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setSoftness(softness: Float): Unit
      open class VignettePass : EffectPass
        Module Contents VignettePass(opacity: Float, radius: Float, softness: Float, screenWidth: Int, screenHeight: Int)
        open fun setRadius(radius: Float): Unit
        open fun setShaderParams(): Unit
        open fun setSize(width: Int, height: Int): Unit
        open fun setSoftness(softness: Float): Unit
    package org.rajawali3d.primitives
      Module Contents open class Cube : Object3D
        Module Contents Cube(size: Float)
        Cube(size: Float, isSkybox: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Cube : Object3D
        Module Contents Cube(size: Float)
        Cube(size: Float, isSkybox: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean)
        Cube(size: Float, isSkybox: Boolean, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Cylinder : Object3D
        Module Contents Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int)
        Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Cylinder : Object3D
        Module Contents Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int)
        Cylinder(length: Float, radius: Float, segmentsL: Int, segmentsC: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Line3D : Object3D
        Module Contents Line3D()
        Line3D(points: Stack<Vector3>, thickness: Float)
        Line3D(points: Stack<Vector3>, thickness: Float, color: Int)
        Line3D(points: Stack<Vector3>, thickness: Float, colors: IntArray)
        Line3D(points: Stack<Vector3>, thickness: Float, colors: IntArray, createVBOs: Boolean)
        open fun getLineThickness(): Float
        open fun getPoint(point: Int): Vector3
        open fun preRender(): Unit
        open fun setLineThickness(lineThickness: Float): Unit
      open class Line3D : Object3D
        Module Contents Line3D()
        Line3D(points: Stack<Vector3>, thickness: Float)
        Line3D(points: Stack<Vector3>, thickness: Float, color: Int)
        Line3D(points: Stack<Vector3>, thickness: Float, colors: IntArray)
        Line3D(points: Stack<Vector3>, thickness: Float, colors: IntArray, createVBOs: Boolean)
        open fun getLineThickness(): Float
        open fun getPoint(point: Int): Vector3
        open fun preRender(): Unit
        open fun setLineThickness(lineThickness: Float): Unit
      open class NPrism : Object3D
        Module Contents NPrism(sides: Int, radius: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
      open class NPrism : Object3D
        Module Contents NPrism(sides: Int, radius: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
        NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
      open class Plane : Object3D
        Module Contents Plane()
        Plane(upAxis: Axis)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
      open class Plane : Object3D
        Module Contents Plane()
        Plane(upAxis: Axis)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
        Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
      open class PointSprite : Plane
        Module Contents PointSprite(width: Float, height: Float)
        PointSprite(width: Float, height: Float, createVBOs: Boolean)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
      open class PointSprite : Plane
        Module Contents PointSprite(width: Float, height: Float)
        PointSprite(width: Float, height: Float, createVBOs: Boolean)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
      open class RectangularPrism : Object3D
        Module Contents RectangularPrism(size: Float)
        RectangularPrism(width: Float, height: Float, depth: Float)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class RectangularPrism : Object3D
        Module Contents RectangularPrism(size: Float)
        RectangularPrism(width: Float, height: Float, depth: Float)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
        RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class ScreenQuad : Object3D
        Module Contents ScreenQuad()
        ScreenQuad(mapping: UVmapping)
        ScreenQuad(createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int)
        ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: UVmapping)
        class UVmapping
          Module Contents CCW
          CW
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setEffectPass(effectPass: EffectPass): Unit
      open class ScreenQuad : Object3D
        Module Contents ScreenQuad()
        ScreenQuad(mapping: UVmapping)
        ScreenQuad(createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int)
        ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: UVmapping)
        class UVmapping
          Module Contents CCW
          CW
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setEffectPass(effectPass: EffectPass): Unit
      open class Sphere : Object3D
        Module Contents Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
      open class Sphere : Object3D
        Module Contents Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
        Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
      open class Torus : Object3D
        Module Contents Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int)
        Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
      open class Torus : Object3D
        Module Contents Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int)
        Torus(largeRadius: Float, smallRadius: Float, segmentsL: Int, segmentsS: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
    package org.rajawali3d.renderer
      Module Contents abstract class AFrameTask : Runnable
        Module Contents AFrameTask()
        open fun run(): Unit
      abstract class AFrameTask : Runnable
        Module Contents AFrameTask()
        open fun run(): Unit
      interface ISurfaceRenderer
        Module Contents abstract fun getFrameRate(): Double
        abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        abstract fun onPause(): Unit
        abstract fun onRenderFrame(gl: GL10): Unit
        abstract fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        abstract fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        abstract fun onResume(): Unit
        abstract fun onTouchEvent(event: MotionEvent): Unit
        abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        abstract fun setFrameRate(rate: Int): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderSurface(surface: ISurface): Unit
      interface ISurfaceRenderer
        Module Contents abstract fun getFrameRate(): Double
        abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        abstract fun onPause(): Unit
        abstract fun onRenderFrame(gl: GL10): Unit
        abstract fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        abstract fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        abstract fun onResume(): Unit
        abstract fun onTouchEvent(event: MotionEvent): Unit
        abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        abstract fun setFrameRate(rate: Int): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderSurface(surface: ISurface): Unit
      class NullRenderer : Renderer
        Module Contents NullRenderer(context: Context)
        fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        fun onTouchEvent(event: MotionEvent): Unit
      class NullRenderer : Renderer
        Module Contents NullRenderer(context: Context)
        fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        fun onTouchEvent(event: MotionEvent): Unit
      open class PipRenderer : Renderer
        Module Contents PipRenderer(context: Context, pipScale: Float, pipMarginX: Float, pipMarginY: Float)
        open fun initScene(): Unit
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
        open fun setMainRenderer(mainRenderer: SubRenderer): Unit
        open fun setMiniRenderer(miniRenderer: SubRenderer): Unit
      open class PipRenderer : Renderer
        Module Contents PipRenderer(context: Context, pipScale: Float, pipMarginX: Float, pipMarginY: Float)
        open fun initScene(): Unit
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
        open fun setMainRenderer(mainRenderer: SubRenderer): Unit
        open fun setMiniRenderer(miniRenderer: SubRenderer): Unit
      open class RenderTarget
        Module Contents RenderTarget(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
        RenderTarget(name: String, width: Int, height: Int)
        open fun bind(): Unit
        open fun checkGLError(ex: String): Unit
        open fun clone(): RenderTarget
        open fun create(): Unit
        open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
        open fun getFrameBufferHandle(): Int
        open fun getFullscreen(): Boolean
        open fun getHeight(): Int
        open fun getName(): String
        open fun getOffsetX(): Int
        open fun getOffsetY(): Int
        open fun getTexture(): RenderTargetTexture
        open fun getWidth(): Int
        open fun isStencilBufferEnabled(): Boolean
        open fun reload(): Unit
        open fun remove(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFullscreen(fullscreen: Boolean): Unit
        open fun setHeight(height: Int): Unit
        open fun setOffsetX(offsetX: Int): Unit
        open fun setOffsetY(offsetY: Int): Unit
        open fun setWidth(width: Int): Unit
        open fun unbind(): Unit
      open class RenderTarget
        Module Contents RenderTarget(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
        RenderTarget(name: String, width: Int, height: Int)
        open fun bind(): Unit
        open fun checkGLError(ex: String): Unit
        open fun clone(): RenderTarget
        open fun create(): Unit
        open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
        open fun getFrameBufferHandle(): Int
        open fun getFullscreen(): Boolean
        open fun getHeight(): Int
        open fun getName(): String
        open fun getOffsetX(): Int
        open fun getOffsetY(): Int
        open fun getTexture(): RenderTargetTexture
        open fun getWidth(): Int
        open fun isStencilBufferEnabled(): Boolean
        open fun reload(): Unit
        open fun remove(): Unit
        open fun resize(width: Int, height: Int): Unit
        open fun setFullscreen(fullscreen: Boolean): Unit
        open fun setHeight(height: Int): Unit
        open fun setOffsetX(offsetX: Int): Unit
        open fun setOffsetY(offsetY: Int): Unit
        open fun setWidth(width: Int): Unit
        open fun unbind(): Unit
      open class RenderTargetCube : RenderTarget
        Module Contents RenderTargetCube(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
        RenderTargetCube(name: String, width: Int, height: Int)
        open fun getActiveCubeFace(): Int
        open fun setActiveCubeFace(activeCubeFace: Int): Unit
      open class RenderTargetCube : RenderTarget
        Module Contents RenderTargetCube(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
        RenderTargetCube(name: String, width: Int, height: Int)
        open fun getActiveCubeFace(): Int
        open fun setActiveCubeFace(activeCubeFace: Int): Unit
      abstract class Renderer : ISurfaceRenderer
        Module Contents Renderer(context: Context)
        Renderer(context: Context, registerForResources: Boolean)
        open fun addAndSwitchScene(scene: Scene): Boolean
        open fun addMaterial(material: Material): Boolean
        open fun addRenderTarget(renderTarget: RenderTarget): Boolean
        open fun addScene(scene: Scene): Boolean
        open fun addScenes(scenes: MutableCollection<Scene>): Boolean
        open fun addTexture(texture: ATexture): Boolean
        open fun clearOverrideViewportDimensions(): Unit
        open fun getContext(): Context
        open fun getCurrentCamera(): Camera
        open fun getCurrentScene(): Scene
        open fun getDefaultViewportHeight(): Int
        open fun getDefaultViewportWidth(): Int
        open fun getFrameRate(): Double
        open fun getGLMajorVersion(): Int
        open fun getGLMinorVersion(): Int
        open static fun getMaxLights(): Int
        open fun getOverrideViewportHeight(): Int
        open fun getOverrideViewportWidth(): Int
        open fun getRefreshRate(): Double
        open fun getRenderTarget(): RenderTarget
        open fun getScene(scene: Int): Scene
        open fun getSceneCachingEnabled(): Boolean
        open fun getSceneInitialized(): Boolean
        open fun getTextureManager(): TextureManager
        open fun getViewportHeight(): Int
        open fun getViewportWidth(): Int
        open static fun hasGLContext(): Boolean
        open fun initializeColorPicker(picker: ObjectColorPicker): Boolean
        open fun loadModel(loader: ALoader, callback: IAsyncLoaderCallback, tag: Int): ALoader
        open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int): ALoader
        open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int, tag: Int): ALoader
        open fun onPause(): Unit
        open fun onRenderFrame(gl: GL10): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        open fun onResume(): Unit
        open fun reloadMaterials(): Boolean
        open fun reloadTextures(): Boolean
        open fun removeMaterial(material: Material): Boolean
        open fun removeRenderTarget(renderTarget: RenderTarget): Boolean
        open fun removeScene(scene: Scene): Boolean
        open fun removeTexture(texture: ATexture): Boolean
        open fun replaceAndSwitchScene(scene: Scene, location: Int): Boolean
        open fun replaceAndSwitchScene(oldScene: Scene, newScene: Scene): Boolean
        open fun replaceScene(scene: Scene, location: Int): Boolean
        open fun replaceScene(oldScene: Scene, newScene: Scene): Boolean
        open fun replaceTexture(texture: ATexture): Boolean
        open fun resetMaterials(): Boolean
        open fun resetTextures(): Boolean
        open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
        open fun screenToCartesian(screenX: Float, screenY: Float): PointF
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFPSUpdateListener(listener: OnFPSUpdateListener): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrameRate(frameRate: Double): Unit
        open static fun setMaxLights(maxLights: Int): Unit
        open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
        open fun setRenderSurface(surface: ISurface): Unit
        open fun setRenderTarget(renderTarget: RenderTarget): Unit
        open fun setSceneCachingEnabled(enabled: Boolean): Unit
        open fun setViewPort(width: Int, height: Int): Unit
        open fun startRendering(): Unit
        open fun stopRendering(): Boolean
        open fun switchScene(scene: Scene): Unit
        open fun switchScene(scene: Int): Unit
        open fun switchSceneDirect(nextScene: Scene): Unit
        open fun unProject(p: PointF, distance: Float): Vector3
        open fun unProject(x: Double, y: Double, z: Double): Vector3
      abstract class Renderer : ISurfaceRenderer
        Module Contents Renderer(context: Context)
        Renderer(context: Context, registerForResources: Boolean)
        open fun addAndSwitchScene(scene: Scene): Boolean
        open fun addMaterial(material: Material): Boolean
        open fun addRenderTarget(renderTarget: RenderTarget): Boolean
        open fun addScene(scene: Scene): Boolean
        open fun addScenes(scenes: MutableCollection<Scene>): Boolean
        open fun addTexture(texture: ATexture): Boolean
        open fun clearOverrideViewportDimensions(): Unit
        open fun getContext(): Context
        open fun getCurrentCamera(): Camera
        open fun getCurrentScene(): Scene
        open fun getDefaultViewportHeight(): Int
        open fun getDefaultViewportWidth(): Int
        open fun getFrameRate(): Double
        open fun getGLMajorVersion(): Int
        open fun getGLMinorVersion(): Int
        open static fun getMaxLights(): Int
        open fun getOverrideViewportHeight(): Int
        open fun getOverrideViewportWidth(): Int
        open fun getRefreshRate(): Double
        open fun getRenderTarget(): RenderTarget
        open fun getScene(scene: Int): Scene
        open fun getSceneCachingEnabled(): Boolean
        open fun getSceneInitialized(): Boolean
        open fun getTextureManager(): TextureManager
        open fun getViewportHeight(): Int
        open fun getViewportWidth(): Int
        open static fun hasGLContext(): Boolean
        open fun initializeColorPicker(picker: ObjectColorPicker): Boolean
        open fun loadModel(loader: ALoader, callback: IAsyncLoaderCallback, tag: Int): ALoader
        open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int): ALoader
        open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int, tag: Int): ALoader
        open fun onPause(): Unit
        open fun onRenderFrame(gl: GL10): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        open fun onResume(): Unit
        open fun reloadMaterials(): Boolean
        open fun reloadTextures(): Boolean
        open fun removeMaterial(material: Material): Boolean
        open fun removeRenderTarget(renderTarget: RenderTarget): Boolean
        open fun removeScene(scene: Scene): Boolean
        open fun removeTexture(texture: ATexture): Boolean
        open fun replaceAndSwitchScene(scene: Scene, location: Int): Boolean
        open fun replaceAndSwitchScene(oldScene: Scene, newScene: Scene): Boolean
        open fun replaceScene(scene: Scene, location: Int): Boolean
        open fun replaceScene(oldScene: Scene, newScene: Scene): Boolean
        open fun replaceTexture(texture: ATexture): Boolean
        open fun resetMaterials(): Boolean
        open fun resetTextures(): Boolean
        open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
        open fun screenToCartesian(screenX: Float, screenY: Float): PointF
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFPSUpdateListener(listener: OnFPSUpdateListener): Unit
        open fun setFrameRate(frameRate: Int): Unit
        open fun setFrameRate(frameRate: Double): Unit
        open static fun setMaxLights(maxLights: Int): Unit
        open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
        open fun setRenderSurface(surface: ISurface): Unit
        open fun setRenderTarget(renderTarget: RenderTarget): Unit
        open fun setSceneCachingEnabled(enabled: Boolean): Unit
        open fun setViewPort(width: Int, height: Int): Unit
        open fun startRendering(): Unit
        open fun stopRendering(): Boolean
        open fun switchScene(scene: Scene): Unit
        open fun switchScene(scene: Int): Unit
        open fun switchSceneDirect(nextScene: Scene): Unit
        open fun unProject(p: PointF, distance: Float): Vector3
        open fun unProject(x: Double, y: Double, z: Double): Vector3
      abstract class SideBySideRenderer : Renderer
        Module Contents SideBySideRenderer(context: Context)
        SideBySideRenderer(context: Context, pupilDistance: Double)
        open fun getPupilDistance(): Double
        open fun initScene(): Unit
        open fun setCameraOrientation(cameraOrientation: Quaternion): Unit
        open fun setPupilDistance(pupilDistance: Double): Unit
        open fun setSensorOrientation(quaternion: FloatArray): Unit
      abstract class SideBySideRenderer : Renderer
        Module Contents SideBySideRenderer(context: Context)
        SideBySideRenderer(context: Context, pupilDistance: Double)
        open fun getPupilDistance(): Double
        open fun initScene(): Unit
        open fun setCameraOrientation(cameraOrientation: Quaternion): Unit
        open fun setPupilDistance(pupilDistance: Double): Unit
        open fun setSensorOrientation(quaternion: FloatArray): Unit
    package org.rajawali3d.renderer.pip
      Module Contents abstract class SubRenderer
        Module Contents SubRenderer(renderer: Renderer)
        open fun doRender(): Unit
        open fun getCurrentCamera(): Camera
        open fun getCurrentScene(): Scene
        abstract fun initScene(): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
      abstract class SubRenderer
        Module Contents SubRenderer(renderer: Renderer)
        open fun doRender(): Unit
        open fun getCurrentCamera(): Camera
        open fun getCurrentScene(): Scene
        abstract fun initScene(): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
      open class WorkaroundScreenQuad : Object3D
        Module Contents WorkaroundScreenQuad()
        WorkaroundScreenQuad(createVBOs: Boolean)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setEffectPass(effectPass: EffectPass): Unit
      open class WorkaroundScreenQuad : Object3D
        Module Contents WorkaroundScreenQuad()
        WorkaroundScreenQuad(createVBOs: Boolean)
        open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
        open fun setEffectPass(effectPass: EffectPass): Unit
    package org.rajawali3d.renderer.plugins
      Module Contents interface IRendererPlugin
        Module Contents abstract fun destroy(): Unit
        abstract fun reload(): Unit
        abstract fun render(): Unit
      interface IRendererPlugin
        Module Contents abstract fun destroy(): Unit
        abstract fun reload(): Unit
        abstract fun render(): Unit
      class LensFlarePlugin : Plugin
        Module Contents LensFlarePlugin(renderer: Renderer)
        LensFlarePlugin(renderer: Renderer, createVBOs: Boolean)
        fun addLensFlare(lensFlare: LensFlare): Unit
        fun getLensFlareCount(): Int
        fun removeLensFlare(lensFlare: LensFlare): Boolean
        fun render(): Unit
        fun setShaders(vertexShader: String, fragmentShader: String): Unit
      class LensFlarePlugin : Plugin
        Module Contents LensFlarePlugin(renderer: Renderer)
        LensFlarePlugin(renderer: Renderer, createVBOs: Boolean)
        fun addLensFlare(lensFlare: LensFlare): Unit
        fun getLensFlareCount(): Int
        fun removeLensFlare(lensFlare: LensFlare): Boolean
        fun render(): Unit
        fun setShaders(vertexShader: String, fragmentShader: String): Unit
      abstract class Plugin : IRendererPlugin
        Module Contents Plugin(renderer: Renderer)
        Plugin(renderer: Renderer, createVBOs: Boolean)
        open fun destroy(): Unit
        open fun reload(): Unit
        open fun render(): Unit
        open fun unload(): Unit
      abstract class Plugin : IRendererPlugin
        Module Contents Plugin(renderer: Renderer)
        Plugin(renderer: Renderer, createVBOs: Boolean)
        open fun destroy(): Unit
        open fun reload(): Unit
        open fun render(): Unit
        open fun unload(): Unit
    package org.rajawali3d.scene
      Module Contents abstract class ASceneFrameCallback
        Module Contents ASceneFrameCallback()
        open fun callPostFrame(): Boolean
        open fun callPreDraw(): Boolean
        open fun callPreFrame(): Boolean
        abstract fun onPostFrame(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreDraw(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreFrame(sceneTime: Long, deltaTime: Double): Unit
      abstract class ASceneFrameCallback
        Module Contents ASceneFrameCallback()
        open fun callPostFrame(): Boolean
        open fun callPreDraw(): Boolean
        open fun callPreFrame(): Boolean
        abstract fun onPostFrame(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreDraw(sceneTime: Long, deltaTime: Double): Unit
        abstract fun onPreFrame(sceneTime: Long, deltaTime: Double): Unit
      open class Scene
        Module Contents Scene(renderer: Renderer)
        Scene(renderer: Renderer, type: GRAPH_TYPE)
        open fun addAndSwitchCamera(camera: Camera): Boolean
        open fun addCamera(camera: Camera): Boolean
        open fun addCameras(cameras: MutableCollection<Camera>): Boolean
        open fun addChild(child: Object3D): Boolean
        open fun addChildAt(child: Object3D, index: Int): Boolean
        open fun addChildren(children: MutableCollection<Object3D>): Boolean
        open fun addLight(light: ALight): Boolean
        open fun addPlugin(plugin: Plugin): Boolean
        open fun addPlugins(plugins: MutableCollection<Plugin>): Boolean
        open fun alwaysClearColorBuffer(value: Boolean): Unit
        open fun alwaysClearColorBuffer(): Boolean
        open fun clearAnimations(): Boolean
        open fun clearCameras(): Boolean
        open fun clearChildren(): Boolean
        open fun clearFrameCallbacks(): Boolean
        open fun clearLights(): Boolean
        open fun clearPlugins(): Boolean
        open fun destroyScene(): Unit
        open fun displaySceneGraph(display: Boolean): Unit
        open fun getBackgroundColor(): Int
        open fun getCamera(): Camera
        open fun getCamera(camera: Int): Camera
        open fun getCameraCount(): Int
        open fun getCamerasCopy(): ArrayList<Camera>
        open fun getChildrenCopy(): ArrayList<Object3D>
        open fun getLights(): MutableList<ALight>
        open fun getLightsCopy(): ArrayList<ALight>
        open fun getNumChildren(): Int
        open fun getNumLights(): Int
        open fun getNumObjects(): Int
        open fun getNumPlugins(): Int
        open fun getNumTriangles(): Int
        open fun getPluginsCopy(): ArrayList<IRendererPlugin>
        open fun getSceneMaxBound(): Vector3
        open fun getSceneMinBound(): Vector3
        open fun hasPickerInfo(): Boolean
        open fun initScene(): Unit
        open fun markLightingDirty(): Unit
        open fun registerAnimation(anim: Animation): Boolean
        open fun registerAnimations(anims: MutableCollection<Animation>): Boolean
        open fun registerFrameCallback(callback: ASceneFrameCallback): Boolean
        open fun reload(): Unit
        open fun removeCamera(camera: Camera): Boolean
        open fun removeChild(child: Object3D): Boolean
        open fun removeLight(light: ALight): Boolean
        open fun removePlugin(plugin: Plugin): Boolean
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget): Unit
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget, sceneMaterial: Material): Unit
        open fun replaceAndSwitchCamera(camera: Camera, location: Int): Boolean
        open fun replaceAndSwitchCamera(oldCamera: Camera, newCamera: Camera): Boolean
        open fun replaceAnimation(oldAnim: Animation, newAnim: Animation): Boolean
        open fun replaceCamera(camera: Camera, location: Int): Boolean
        open fun replaceCamera(oldCamera: Camera, newCamera: Camera): Boolean
        open fun replaceChild(child: Object3D, location: Int): Boolean
        open fun replaceChild(oldChild: Object3D, newChild: Object3D): Boolean
        open fun requestColorPicking(@NonNull pickerInfo: ColorPickerInfo): Unit
        open fun resetGLState(): Unit
        open fun setAntiAliasingConfig(config: ANTI_ALIASING_CONFIG): Unit
        open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun setBackgroundColor(color: Int): Unit
        open fun setFog(fogParams: FogParams): Unit
        open fun setShadowMapMaterial(material: ShadowMapMaterial): Unit
        open fun setSkybox(resourceId: Int): Boolean
        open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
        open fun setSkybox(bitmaps: Array<Bitmap>): Boolean
        open fun setSkybox(skybox: Cube, texture: ATexture): Boolean
        open fun switchCamera(camera: Camera): Unit
        open fun switchCamera(camera: Int): Unit
        open fun unregisterAnimation(anim: Animation): Boolean
        open fun unregisterFrameCallback(callback: ASceneFrameCallback): Boolean
        open fun updateProjectionMatrix(width: Int, height: Int): Unit
        open fun updateSkybox(resourceId: Int): Unit
        open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
        open fun updateSkybox(bitmaps: Array<Bitmap>): Unit
      open class Scene
        Module Contents Scene(renderer: Renderer)
        Scene(renderer: Renderer, type: GRAPH_TYPE)
        open fun addAndSwitchCamera(camera: Camera): Boolean
        open fun addCamera(camera: Camera): Boolean
        open fun addCameras(cameras: MutableCollection<Camera>): Boolean
        open fun addChild(child: Object3D): Boolean
        open fun addChildAt(child: Object3D, index: Int): Boolean
        open fun addChildren(children: MutableCollection<Object3D>): Boolean
        open fun addLight(light: ALight): Boolean
        open fun addPlugin(plugin: Plugin): Boolean
        open fun addPlugins(plugins: MutableCollection<Plugin>): Boolean
        open fun alwaysClearColorBuffer(value: Boolean): Unit
        open fun alwaysClearColorBuffer(): Boolean
        open fun clearAnimations(): Boolean
        open fun clearCameras(): Boolean
        open fun clearChildren(): Boolean
        open fun clearFrameCallbacks(): Boolean
        open fun clearLights(): Boolean
        open fun clearPlugins(): Boolean
        open fun destroyScene(): Unit
        open fun displaySceneGraph(display: Boolean): Unit
        open fun getBackgroundColor(): Int
        open fun getCamera(): Camera
        open fun getCamera(camera: Int): Camera
        open fun getCameraCount(): Int
        open fun getCamerasCopy(): ArrayList<Camera>
        open fun getChildrenCopy(): ArrayList<Object3D>
        open fun getLights(): MutableList<ALight>
        open fun getLightsCopy(): ArrayList<ALight>
        open fun getNumChildren(): Int
        open fun getNumLights(): Int
        open fun getNumObjects(): Int
        open fun getNumPlugins(): Int
        open fun getNumTriangles(): Int
        open fun getPluginsCopy(): ArrayList<IRendererPlugin>
        open fun getSceneMaxBound(): Vector3
        open fun getSceneMinBound(): Vector3
        open fun hasPickerInfo(): Boolean
        open fun initScene(): Unit
        open fun markLightingDirty(): Unit
        open fun registerAnimation(anim: Animation): Boolean
        open fun registerAnimations(anims: MutableCollection<Animation>): Boolean
        open fun registerFrameCallback(callback: ASceneFrameCallback): Boolean
        open fun reload(): Unit
        open fun removeCamera(camera: Camera): Boolean
        open fun removeChild(child: Object3D): Boolean
        open fun removeLight(light: ALight): Boolean
        open fun removePlugin(plugin: Plugin): Boolean
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget): Unit
        open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget, sceneMaterial: Material): Unit
        open fun replaceAndSwitchCamera(camera: Camera, location: Int): Boolean
        open fun replaceAndSwitchCamera(oldCamera: Camera, newCamera: Camera): Boolean
        open fun replaceAnimation(oldAnim: Animation, newAnim: Animation): Boolean
        open fun replaceCamera(camera: Camera, location: Int): Boolean
        open fun replaceCamera(oldCamera: Camera, newCamera: Camera): Boolean
        open fun replaceChild(child: Object3D, location: Int): Boolean
        open fun replaceChild(oldChild: Object3D, newChild: Object3D): Boolean
        open fun requestColorPicking(@NonNull pickerInfo: ColorPickerInfo): Unit
        open fun resetGLState(): Unit
        open fun setAntiAliasingConfig(config: ANTI_ALIASING_CONFIG): Unit
        open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun setBackgroundColor(color: Int): Unit
        open fun setFog(fogParams: FogParams): Unit
        open fun setShadowMapMaterial(material: ShadowMapMaterial): Unit
        open fun setSkybox(resourceId: Int): Boolean
        open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
        open fun setSkybox(bitmaps: Array<Bitmap>): Boolean
        open fun setSkybox(skybox: Cube, texture: ATexture): Boolean
        open fun switchCamera(camera: Camera): Unit
        open fun switchCamera(camera: Int): Unit
        open fun unregisterAnimation(anim: Animation): Boolean
        open fun unregisterFrameCallback(callback: ASceneFrameCallback): Boolean
        open fun updateProjectionMatrix(width: Int, height: Int): Unit
        open fun updateSkybox(resourceId: Int): Unit
        open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
        open fun updateSkybox(bitmaps: Array<Bitmap>): Unit
    package org.rajawali3d.scenegraph
      Module Contents abstract class A_nAABBTree : BoundingBox, IGraphNode
        Module Contents A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        A_nAABBTree(parent: A_nAABBTree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun addChildrenRecursively(recursive: Boolean): Unit
        open fun addObject(object: IGraphNodeMember): Unit
        open fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        open fun canMerge(): Boolean
        open fun clear(): Unit
        open fun contains(boundingVolume: IBoundingVolume): Boolean
        open fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
        open fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
        open fun getObjectCount(): Int
        open fun getSceneMaxBound(): Vector3
        open fun getSceneMinBound(): Vector3
        open fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
        open fun rebuild(): Unit
        open fun removeChildrenRecursively(recursive: Boolean): Unit
        open fun removeObject(object: IGraphNodeMember): Unit
        open fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        open fun setGrowThreshold(threshold: Int): Unit
        open fun setMergeThreshold(threshold: Int): Unit
        open fun setShrinkThreshold(threshold: Int): Unit
        open fun setSplitThreshold(threshold: Int): Unit
        open fun toString(): String
        open fun updateObject(object: IGraphNodeMember): Unit
      abstract class A_nAABBTree : BoundingBox, IGraphNode
        Module Contents A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        A_nAABBTree(parent: A_nAABBTree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun addChildrenRecursively(recursive: Boolean): Unit
        open fun addObject(object: IGraphNodeMember): Unit
        open fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        open fun canMerge(): Boolean
        open fun clear(): Unit
        open fun contains(boundingVolume: IBoundingVolume): Boolean
        open fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
        open fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
        open fun getObjectCount(): Int
        open fun getSceneMaxBound(): Vector3
        open fun getSceneMinBound(): Vector3
        open fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
        open fun rebuild(): Unit
        open fun removeChildrenRecursively(recursive: Boolean): Unit
        open fun removeObject(object: IGraphNodeMember): Unit
        open fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        open fun setGrowThreshold(threshold: Int): Unit
        open fun setMergeThreshold(threshold: Int): Unit
        open fun setShrinkThreshold(threshold: Int): Unit
        open fun setSplitThreshold(threshold: Int): Unit
        open fun toString(): String
        open fun updateObject(object: IGraphNodeMember): Unit
      interface IGraphNode
        Module Contents class GRAPH_TYPE
          Module Contents NONE
          OCTREE
        abstract fun addChildrenRecursively(recursive: Boolean): Unit
        abstract fun addObject(object: IGraphNodeMember): Unit
        abstract fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        abstract fun clear(): Unit
        abstract fun contains(boundingVolume: IBoundingVolume): Boolean
        abstract fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
        abstract fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
        abstract fun getObjectCount(): Int
        abstract fun getSceneMaxBound(): Vector3
        abstract fun getSceneMinBound(): Vector3
        abstract fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
        abstract fun rebuild(): Unit
        abstract fun removeChildrenRecursively(recursive: Boolean): Unit
        abstract fun removeObject(object: IGraphNodeMember): Unit
        abstract fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        abstract fun updateObject(object: IGraphNodeMember): Unit
      interface IGraphNode
        Module Contents class GRAPH_TYPE
          Module Contents NONE
          OCTREE
        abstract fun addChildrenRecursively(recursive: Boolean): Unit
        abstract fun addObject(object: IGraphNodeMember): Unit
        abstract fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        abstract fun clear(): Unit
        abstract fun contains(boundingVolume: IBoundingVolume): Boolean
        abstract fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
        abstract fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
        abstract fun getObjectCount(): Int
        abstract fun getSceneMaxBound(): Vector3
        abstract fun getSceneMinBound(): Vector3
        abstract fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
        abstract fun rebuild(): Unit
        abstract fun removeChildrenRecursively(recursive: Boolean): Unit
        abstract fun removeObject(object: IGraphNodeMember): Unit
        abstract fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
        abstract fun updateObject(object: IGraphNodeMember): Unit
      interface IGraphNodeMember
        Module Contents abstract fun getGraphNode(): IGraphNode
        abstract fun getScenePosition(): Vector3
        abstract fun getTransformedBoundingVolume(): IBoundingVolume
        abstract fun isInGraph(): Boolean
        abstract fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
      interface IGraphNodeMember
        Module Contents abstract fun getGraphNode(): IGraphNode
        abstract fun getScenePosition(): Vector3
        abstract fun getTransformedBoundingVolume(): IBoundingVolume
        abstract fun isInGraph(): Boolean
        abstract fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
      open class Octree : A_nAABBTree
        Module Contents Octree()
        Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        Octree(parent: Octree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun toString(): String
      open class Octree : A_nAABBTree
        Module Contents Octree()
        Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        Octree(parent: Octree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
        open fun toString(): String
    package org.rajawali3d.terrain
      Module Contents open class SquareTerrain : Terrain
        Module Contents open class Parameters
          Module Contents open fun getBasecolor(): Int
          open fun getColorMapBitmap(): Bitmap
          open fun getDivisions(): Int
          open fun getHeightMapBitmap(): Bitmap
          open fun getMaxTemp(value: Double): Double
          open fun getMiddleColor(): Int
          open fun getMinTemp(): Double
          open fun getScale(): Vector3
          open fun getTextureMult(): Double
          open fun getUpColor(): Int
          open fun setBasecolor(value: Int): Unit
          open fun setColorMapBitmap(value: Bitmap): Unit
          open fun setDivisions(value: Int): Unit
          open fun setMaxTemp(value: Double): Unit
          open fun setMiddleColor(value: Int): Unit
          open fun setMinTemp(value: Double): Unit
          open fun setScale(sx: Double, sy: Double, sz: Double): Unit
          open fun setTextureMult(value: Double): Unit
          open fun setUpColor(value: Int): Unit
        open fun contains(x: Double, z: Double): Boolean
        open static fun createParameters(hMapBitmap: Bitmap): Parameters
        open fun getAltitude(x: Double, z: Double): Double
        open fun getDivisions(): Int
        open fun getExtensionX(): Double
        open fun getExtensionZ(): Double
        open fun getHeights(): Array<DoubleArray>
        open fun getMaxAltitude(): Double
        open fun getMaxTemperature(): Double
        open fun getMinAltitude(): Double
        open fun getMinTemperature(): Double
        open fun getNormalAt(x: Double, z: Double, normal: Vector3): Unit
        open fun getPercAltitude(i: Int, j: Int): Double
        open fun getTemperature(x: Double, z: Double): Double
        open fun setScale(scale: Double): ATransformable3D
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
        open fun setScaleX(scaleX: Double): ATransformable3D
        open fun setScaleY(scaleY: Double): ATransformable3D
        open fun setScaleZ(scaleZ: Double): ATransformable3D
      open class SquareTerrain : Terrain
        Module Contents open class Parameters
          Module Contents open fun getBasecolor(): Int
          open fun getColorMapBitmap(): Bitmap
          open fun getDivisions(): Int
          open fun getHeightMapBitmap(): Bitmap
          open fun getMaxTemp(value: Double): Double
          open fun getMiddleColor(): Int
          open fun getMinTemp(): Double
          open fun getScale(): Vector3
          open fun getTextureMult(): Double
          open fun getUpColor(): Int
          open fun setBasecolor(value: Int): Unit
          open fun setColorMapBitmap(value: Bitmap): Unit
          open fun setDivisions(value: Int): Unit
          open fun setMaxTemp(value: Double): Unit
          open fun setMiddleColor(value: Int): Unit
          open fun setMinTemp(value: Double): Unit
          open fun setScale(sx: Double, sy: Double, sz: Double): Unit
          open fun setTextureMult(value: Double): Unit
          open fun setUpColor(value: Int): Unit
        open fun contains(x: Double, z: Double): Boolean
        open static fun createParameters(hMapBitmap: Bitmap): Parameters
        open fun getAltitude(x: Double, z: Double): Double
        open fun getDivisions(): Int
        open fun getExtensionX(): Double
        open fun getExtensionZ(): Double
        open fun getHeights(): Array<DoubleArray>
        open fun getMaxAltitude(): Double
        open fun getMaxTemperature(): Double
        open fun getMinAltitude(): Double
        open fun getMinTemperature(): Double
        open fun getNormalAt(x: Double, z: Double, normal: Vector3): Unit
        open fun getPercAltitude(i: Int, j: Int): Double
        open fun getTemperature(x: Double, z: Double): Double
        open fun setScale(scale: Double): ATransformable3D
        open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
        open fun setScaleX(scaleX: Double): ATransformable3D
        open fun setScaleY(scaleY: Double): ATransformable3D
        open fun setScaleZ(scaleZ: Double): ATransformable3D
      open class Terrain : Object3D
        Module Contents Terrain()
      open class Terrain : Object3D
        Module Contents Terrain()
      open class TerrainGenerator
        Module Contents TerrainGenerator()
        open static fun createSquareTerrainFromBitmap(prs: Parameters, createVBOs: Boolean): SquareTerrain
      open class TerrainGenerator
        Module Contents TerrainGenerator()
        open static fun createSquareTerrainFromBitmap(prs: Parameters, createVBOs: Boolean): SquareTerrain
    package org.rajawali3d.util
      Module Contents open class ArrayUtils
        Module Contents ArrayUtils()
        open static fun concatAllDouble(vararg arrays: DoubleArray): DoubleArray
        open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
        open static fun concatAllInt(vararg arrays: IntArray): IntArray
        open static fun convertDoublesToFloats(input: DoubleArray, output: FloatArray): FloatArray
        open static fun convertDoublesToFloats(input: DoubleArray): FloatArray
        open static fun convertFloatsToDoubles(input: FloatArray, output: DoubleArray): DoubleArray
        open static fun convertFloatsToDoubles(input: FloatArray): DoubleArray
        open static fun getDoubleArrayFromBuffer(buffer: DoubleBuffer): DoubleArray
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
        open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
      open class ArrayUtils
        Module Contents ArrayUtils()
        open static fun concatAllDouble(vararg arrays: DoubleArray): DoubleArray
        open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
        open static fun concatAllInt(vararg arrays: IntArray): IntArray
        open static fun convertDoublesToFloats(input: DoubleArray, output: FloatArray): FloatArray
        open static fun convertDoublesToFloats(input: DoubleArray): FloatArray
        open static fun convertFloatsToDoubles(input: FloatArray, output: DoubleArray): DoubleArray
        open static fun convertFloatsToDoubles(input: FloatArray): DoubleArray
        open static fun getDoubleArrayFromBuffer(buffer: DoubleBuffer): DoubleArray
        open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
        open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
      open class Capabilities
        Module Contents open class UnsupportedCapabilityException : Exception
          Module Contents UnsupportedCapabilityException()
          UnsupportedCapabilityException(detailMessage: String)
          UnsupportedCapabilityException(detailMessage: String, throwable: Throwable)
          UnsupportedCapabilityException(throwable: Throwable)
        open static fun getEGLMajorVersion(): Int
        open static fun getEGLMinorVersion(): Int
        @NonNull open fun getExtensions(): Array<String>
        open static fun getGLESMajorVersion(): Int
        @NonNull open static fun getInstance(): Capabilities
        open fun getMaxAliasedLineWidth(): Int
        open fun getMaxAliasedPointSize(): Int
        open fun getMaxCombinedTextureUnits(): Int
        open fun getMaxCubeMapTextureSize(): Int
        open fun getMaxFragmentUniformVectors(): Int
        open fun getMaxRenderbufferSize(): Int
        open fun getMaxTextureImageUnits(): Int
        open fun getMaxTextureSize(): Int
        open fun getMaxVaryingVectors(): Int
        open fun getMaxVertexAttribs(): Int
        open fun getMaxVertexTextureImageUnits(): Int
        open fun getMaxVertexUniformVectors(): Int
        open fun getMaxViewportHeight(): Int
        open fun getMaxViewportWidth(): Int
        open fun getMinAliasedLineWidth(): Int
        open fun getMinAliasedPointSize(): Int
        @NonNull open fun getRenderer(): String
        @NonNull open fun getVendor(): String
        @NonNull open fun getVersion(): String
        open fun toString(): String
        open fun verifyExtension(@NonNull extension: String): Unit
      open class Capabilities
        Module Contents open class UnsupportedCapabilityException : Exception
          Module Contents UnsupportedCapabilityException()
          UnsupportedCapabilityException(detailMessage: String)
          UnsupportedCapabilityException(detailMessage: String, throwable: Throwable)
          UnsupportedCapabilityException(throwable: Throwable)
        open static fun getEGLMajorVersion(): Int
        open static fun getEGLMinorVersion(): Int
        @NonNull open fun getExtensions(): Array<String>
        open static fun getGLESMajorVersion(): Int
        @NonNull open static fun getInstance(): Capabilities
        open fun getMaxAliasedLineWidth(): Int
        open fun getMaxAliasedPointSize(): Int
        open fun getMaxCombinedTextureUnits(): Int
        open fun getMaxCubeMapTextureSize(): Int
        open fun getMaxFragmentUniformVectors(): Int
        open fun getMaxRenderbufferSize(): Int
        open fun getMaxTextureImageUnits(): Int
        open fun getMaxTextureSize(): Int
        open fun getMaxVaryingVectors(): Int
        open fun getMaxVertexAttribs(): Int
        open fun getMaxVertexTextureImageUnits(): Int
        open fun getMaxVertexUniformVectors(): Int
        open fun getMaxViewportHeight(): Int
        open fun getMaxViewportWidth(): Int
        open fun getMinAliasedLineWidth(): Int
        open fun getMinAliasedPointSize(): Int
        @NonNull open fun getRenderer(): String
        @NonNull open fun getVendor(): String
        @NonNull open fun getVersion(): String
        open fun toString(): String
        open fun verifyExtension(@NonNull extension: String): Unit
      open class GLU
        Module Contents GLU()
        open static fun gluErrorString(error: Int): String
        open static fun gluLookAt(gl: GL10, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun gluOrtho2D(gl: GL10, left: Double, right: Double, bottom: Double, top: Double): Unit
        open static fun gluPerspective(gl: GL10, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, win: DoubleArray, winOffset: Int): Int
        open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, obj: DoubleArray, objOffset: Int): Int
      open class GLU
        Module Contents GLU()
        open static fun gluErrorString(error: Int): String
        open static fun gluLookAt(gl: GL10, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
        open static fun gluOrtho2D(gl: GL10, left: Double, right: Double, bottom: Double, top: Double): Unit
        open static fun gluPerspective(gl: GL10, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
        open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, win: DoubleArray, winOffset: Int): Int
        open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, obj: DoubleArray, objOffset: Int): Int
      interface IObjectPicker
        Module Contents abstract fun getObjectAt(x: Float, y: Float): Unit
        abstract fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
      interface IObjectPicker
        Module Contents abstract fun getObjectAt(x: Float, y: Float): Unit
        abstract fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
      class Intersector
        Module Contents Intersector()
        static fun intersectRayPlane(rayStart: Vector3, rayEnd: Vector3, plane: Plane, hitPoint: Vector3): Boolean
        static fun intersectRaySphere(rayStart: Vector3, rayEnd: Vector3, sphereCenter: Vector3, sphereRadius: Double, hitPoint: Vector3): Boolean
        static fun intersectRayTriangle(rayStart: Vector3, rayEnd: Vector3, t1: Vector3, t2: Vector3, t3: Vector3, hitPoint: Vector3): Boolean
      class Intersector
        Module Contents Intersector()
        static fun intersectRayPlane(rayStart: Vector3, rayEnd: Vector3, plane: Plane, hitPoint: Vector3): Boolean
        static fun intersectRaySphere(rayStart: Vector3, rayEnd: Vector3, sphereCenter: Vector3, sphereRadius: Double, hitPoint: Vector3): Boolean
        static fun intersectRayTriangle(rayStart: Vector3, rayEnd: Vector3, t1: Vector3, t2: Vector3, t3: Vector3, hitPoint: Vector3): Boolean
      open class LittleEndianDataInputStream : InputStream, DataInput
        Module Contents LittleEndianDataInputStream(in: InputStream)
        open fun available(): Int
        fun close(): Unit
        open fun getPosition(): Long
        fun read(b: ByteArray, off: Int, len: Int): Int
        open fun read(): Int
        fun readBoolean(): Boolean
        fun readByte(): Byte
        fun readChar(): Char
        fun readDouble(): Double
        fun readFloat(): Float
        fun readFully(b: ByteArray): Unit
        fun readFully(b: ByteArray, off: Int, len: Int): Unit
        fun readInt(): Int
        fun readLine(): String
        fun readLong(): Long
        fun readShort(): Short
        open fun readString(length: Int): String
        fun readUTF(): String
        fun readUnsignedByte(): Int
        fun readUnsignedInt(): Long
        fun readUnsignedShort(): Int
        fun skip(n: Int): Long
        fun skip(n: Long): Long
        fun skipBytes(n: Int): Int
      open class LittleEndianDataInputStream : InputStream, DataInput
        Module Contents LittleEndianDataInputStream(in: InputStream)
        open fun available(): Int
        fun close(): Unit
        open fun getPosition(): Long
        fun read(b: ByteArray, off: Int, len: Int): Int
        open fun read(): Int
        fun readBoolean(): Boolean
        fun readByte(): Byte
        fun readChar(): Char
        fun readDouble(): Double
        fun readFloat(): Float
        fun readFully(b: ByteArray): Unit
        fun readFully(b: ByteArray, off: Int, len: Int): Unit
        fun readInt(): Int
        fun readLine(): String
        fun readLong(): Long
        fun readShort(): Short
        open fun readString(length: Int): String
        fun readUTF(): String
        fun readUnsignedByte(): Int
        fun readUnsignedInt(): Long
        fun readUnsignedShort(): Int
        fun skip(n: Int): Long
        fun skip(n: Long): Long
        fun skipBytes(n: Int): Int
      open class LittleEndianOutputStream : FilterOutputStream
        Module Contents LittleEndianOutputStream(out: OutputStream)
        open fun size(): Int
        open fun write(b: Int): Unit
        open fun write(data: ByteArray, offset: Int, length: Int): Unit
        open fun writeBoolean(b: Boolean): Unit
        open fun writeByte(b: Int): Unit
        open fun writeBytes(s: String): Unit
        open fun writeChar(c: Int): Unit
        open fun writeChars(s: String): Unit
        fun writeDouble(d: Double): Unit
        fun writeFloat(f: Float): Unit
        open fun writeInt(i: Int): Unit
        open fun writeLong(l: Long): Unit
        open fun writeShort(s: Int): Unit
        open fun writeUTF(s: String): Unit
      open class LittleEndianOutputStream : FilterOutputStream
        Module Contents LittleEndianOutputStream(out: OutputStream)
        open fun size(): Int
        open fun write(b: Int): Unit
        open fun write(data: ByteArray, offset: Int, length: Int): Unit
        open fun writeBoolean(b: Boolean): Unit
        open fun writeByte(b: Int): Unit
        open fun writeBytes(s: String): Unit
        open fun writeChar(c: Int): Unit
        open fun writeChars(s: String): Unit
        fun writeDouble(d: Double): Unit
        fun writeFloat(f: Float): Unit
        open fun writeInt(i: Int): Unit
        open fun writeLong(l: Long): Unit
        open fun writeShort(s: Int): Unit
        open fun writeUTF(s: String): Unit
      open class ObjectColorPicker : IObjectPicker
        Module Contents ObjectColorPicker(renderer: Renderer)
        open class ColorPickerInfo
          Module Contents ColorPickerInfo(x: Float, y: Float, picker: ObjectColorPicker)
          open fun getPicker(): ObjectColorPicker
          open fun getX(): Int
          open fun getY(): Int
        class ObjectColorPickerException : Exception
          Module Contents ObjectColorPickerException()
          ObjectColorPickerException(msg: String)
          ObjectColorPickerException(throwable: Throwable)
          ObjectColorPickerException(msg: String, throwable: Throwable)
        open fun getMaterial(): Material
        open fun getObjectAt(x: Float, y: Float): Unit
        open fun getRenderTarget(): RenderTarget
        open fun initialize(): Unit
        open static fun pickObject(pickerInfo: ColorPickerInfo): Unit
        open fun registerObject(object: Object3D): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
        open fun unregisterObject(object: Object3D): Unit
      open class ObjectColorPicker : IObjectPicker
        Module Contents ObjectColorPicker(renderer: Renderer)
        open class ColorPickerInfo
          Module Contents ColorPickerInfo(x: Float, y: Float, picker: ObjectColorPicker)
          open fun getPicker(): ObjectColorPicker
          open fun getX(): Int
          open fun getY(): Int
        class ObjectColorPickerException : Exception
          Module Contents ObjectColorPickerException()
          ObjectColorPickerException(msg: String)
          ObjectColorPickerException(throwable: Throwable)
          ObjectColorPickerException(msg: String, throwable: Throwable)
        open fun getMaterial(): Material
        open fun getObjectAt(x: Float, y: Float): Unit
        open fun getRenderTarget(): RenderTarget
        open fun initialize(): Unit
        open static fun pickObject(pickerInfo: ColorPickerInfo): Unit
        open fun registerObject(object: Object3D): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
        open fun unregisterObject(object: Object3D): Unit
      interface OnFPSUpdateListener
        Module Contents abstract fun onFPSUpdate(fps: Double): Unit
      interface OnFPSUpdateListener
        Module Contents abstract fun onFPSUpdate(fps: Double): Unit
      interface OnObjectPickedListener
        Module Contents abstract fun onNoObjectPicked(): Unit
        abstract fun onObjectPicked(@NonNull object: Object3D): Unit
      interface OnObjectPickedListener
        Module Contents abstract fun onNoObjectPicked(): Unit
        abstract fun onObjectPicked(@NonNull object: Object3D): Unit
      class RajLog
        Module Contents RajLog()
        static val TAG: String
        static fun checkGLError(message: String): Unit
        static fun d(msg: String): Unit
        static fun e(msg: String): Unit
        static fun getDeviceMemoryCharacteristics(context: Context): Unit
        static fun i(msg: String): Unit
        static fun isDebugEnabled(): Boolean
        static fun setDebugEnabled(flag: Boolean): Unit
        static fun systemInformation(): Unit
        static fun v(msg: String): Unit
        static fun w(msg: String): Unit
      class RajLog
        Module Contents RajLog()
        static val TAG: String
        static fun checkGLError(message: String): Unit
        static fun d(msg: String): Unit
        static fun e(msg: String): Unit
        static fun getDeviceMemoryCharacteristics(context: Context): Unit
        static fun i(msg: String): Unit
        static fun isDebugEnabled(): Boolean
        static fun setDebugEnabled(flag: Boolean): Unit
        static fun systemInformation(): Unit
        static fun v(msg: String): Unit
        static fun w(msg: String): Unit
      class RawShaderLoader
        Module Contents RawShaderLoader()
        static fun fetch(resID: Int): String
        static var mContext: WeakReference<Context>
      class RawShaderLoader
        Module Contents RawShaderLoader()
        static fun fetch(resID: Int): String
        static var mContext: WeakReference<Context>
      open class RayPicker : IObjectPicker
        Module Contents RayPicker(renderer: Renderer)
        open fun getObjectAt(screenX: Float, screenY: Float): Unit
        open fun getObjectAt(position: PointF): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
      open class RayPicker : IObjectPicker
        Module Contents RayPicker(renderer: Renderer)
        open fun getObjectAt(screenX: Float, screenY: Float): Unit
        open fun getObjectAt(position: PointF): Unit
        open fun setOnObjectPickedListener(objectPickedListener: OnObjectPickedListener): Unit
      open class ScreenGrab
        Module Contents ScreenGrab()
        open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap
        open static fun saveAsImage(width: Int, height: Int, path: String): Unit
        open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String, compressFormat: CompressFormat, quality: Int): Unit
      open class ScreenGrab
        Module Contents ScreenGrab()
        open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap
        open static fun saveAsImage(width: Int, height: Int, path: String): Unit
        open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String, compressFormat: CompressFormat, quality: Int): Unit
    package org.rajawali3d.util.egl
      Module Contents open class RajawaliEGLConfigChooser : IRajawaliEglConfigChooser
        Module Contents RajawaliEGLConfigChooser(glMajorVersion: Int, antiAliasingConfig: ANTI_ALIASING_CONFIG, sampleCount: Int, bitsRed: Int, bitsGreen: Int, bitsBlue: Int, bitsAlpha: Int, bitsDepth: Int)
        const val EGL_OPENGL_ES2_BIT: Int
        const val EGL_OPENGL_ES3_BIT_KHR: Int
        val antiAliasingConfig: ANTI_ALIASING_CONFIG
        open fun chooseConfig(egl: EGL10, display: EGLDisplay): EGLConfig?
        open fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
      data class ResultConfigChooser
        Module Contents ResultConfigChooser(configGL: EGLConfig?, error: String? = null)
        val configGL: EGLConfig?
        val error: String?
    package org.rajawali3d.view
      Module Contents abstract class Daydream : DreamService, IDisplay
        Module Contents Daydream()
        open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onDreamingStarted(): Unit
        open fun onDreamingStopped(): Unit
      abstract class Daydream : DreamService, IDisplay
        Module Contents Daydream()
        open fun onAttachedToWindow(): Unit
        open fun onDetachedFromWindow(): Unit
        open fun onDreamingStarted(): Unit
        open fun onDreamingStopped(): Unit
      interface IDisplay
        Module Contents abstract fun createRenderer(): ISurfaceRenderer
      interface IDisplay
        Module Contents abstract fun createRenderer(): ISurfaceRenderer
      interface IRajawaliEglConfigChooser : EGLConfigChooser
        Module Contents abstract fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
      interface ISurface
        Module Contents class ANTI_ALIASING_CONFIG
          Module Contents COVERAGE
          MULTISAMPLING
          NONE
          static fun fromInteger(i: Int): ANTI_ALIASING_CONFIG
        static val RENDERMODE_CONTINUOUSLY: Int
        static val RENDERMODE_WHEN_DIRTY: Int
        abstract fun getRenderMode(): Int
        abstract fun requestRenderUpdate(): Unit
        abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderMode(mode: Int): Unit
        abstract fun setSampleCount(count: Int): Unit
        abstract fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
      interface ISurface
        Module Contents class ANTI_ALIASING_CONFIG
          Module Contents COVERAGE
          MULTISAMPLING
          NONE
          static fun fromInteger(i: Int): ANTI_ALIASING_CONFIG
        static val RENDERMODE_CONTINUOUSLY: Int
        static val RENDERMODE_WHEN_DIRTY: Int
        abstract fun getRenderMode(): Int
        abstract fun requestRenderUpdate(): Unit
        abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        abstract fun setFrameRate(rate: Double): Unit
        abstract fun setRenderMode(mode: Int): Unit
        abstract fun setSampleCount(count: Int): Unit
        abstract fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
      open class SurfaceView : GLSurfaceView, ISurface
        Module Contents SurfaceView(context: Context)
        SurfaceView(context: Context, attrs: AttributeSet)
        open fun getRenderMode(): Int
        open fun onPause(): Unit
        open fun onResume(): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      open class SurfaceView : GLSurfaceView, ISurface
        Module Contents SurfaceView(context: Context)
        SurfaceView(context: Context, attrs: AttributeSet)
        open fun getRenderMode(): Int
        open fun onPause(): Unit
        open fun onResume(): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
      open class TextureView : TextureView, ISurface
        Module Contents TextureView(context: Context, attrs: AttributeSet? = null, defStyleAttr: Int = 0)
        abstract class BaseConfigChooser : IRajawaliEglConfigChooser
          Module Contents BaseConfigChooser(textureView: TextureView, requestedConfigSpec: IntArray)
          open fun chooseConfig(egl: EGL10, display: EGLDisplay): EGLConfig
          protected val textureView: TextureView
        open class ComponentSizeChooser : BaseConfigChooser
          Module Contents ComponentSizeChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int, textureView: TextureView)
          protected var alphaSize: Int
          protected var blueSize: Int
          open fun chooseConfig(egl: EGL10, display: EGLDisplay, configs: Array<EGLConfig>): EGLConfig?
          open fun chooseConfigWithReason(egl: EGL10, display: EGLDisplay): ResultConfigChooser
          protected var depthSize: Int
          protected var greenSize: Int
          protected var redSize: Int
          protected var stencilSize: Int
        protected class RendererDelegate : SurfaceTextureListener
          Module Contents RendererDelegate(renderer: ISurfaceRenderer, rajawaliTextureView: TextureView)
          fun onSurfaceTextureAvailable(surface: SurfaceTexture, width: Int, height: Int): Unit
          fun onSurfaceTextureDestroyed(surface: SurfaceTexture): Boolean
          fun onSurfaceTextureSizeChanged(surface: SurfaceTexture, width: Int, height: Int): Unit
          fun onSurfaceTextureUpdated(surface: SurfaceTexture): Unit
        protected var antiAliasingConfig: ANTI_ALIASING_CONFIG
        protected var bitsAlpha: Int
        protected var bitsBlue: Int
        protected var bitsDepth: Int
        protected var bitsGreen: Int
        protected var bitsRed: Int
        protected open fun finalize(): Unit
        protected var frameRateTexture: Double
        open fun getRenderMode(): Int
        protected var mRenderMode: Int
        protected var multiSampleCount: Int
        protected open fun onAttachedToWindow(): Unit
        protected open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        protected open fun onVisibilityChanged(changedView: View, visibility: Int): Unit
        var preserveEGLContextOnPause: Boolean
        open fun queueEvent(runnable: Runnable): Unit
        protected var renderModeInternal: Int
        protected var rendererDelegate: RendererDelegate?
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setEGLConfigChooser(configChooser: IRajawaliEglConfigChooser): Unit
        open fun setEGLConfigChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int): Unit
        open fun setEGLContextClientVersion(version: Int): Unit
        open fun setEGLContextFactory(factory: EGLContextFactory): Unit
        open fun setEGLWindowSurfaceFactory(factory: EGLWindowSurfaceFactory): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
    package org.rajawali3d.visitors
      Module Contents interface INode
        Module Contents abstract fun accept(visitor: INodeVisitor): Unit
      interface INode
        Module Contents abstract fun accept(visitor: INodeVisitor): Unit
      interface INodeVisitor
        Module Contents abstract fun apply(node: INode): Unit
      interface INodeVisitor
        Module Contents abstract fun apply(node: INode): Unit
      open class RayPickingVisitor : INodeVisitor
        Module Contents RayPickingVisitor(rayStart: Vector3, rayEnd: Vector3)
        open fun apply(node: INode): Unit
        open fun getPickedObject(): Object3D
      open class RayPickingVisitor : INodeVisitor
        Module Contents RayPickingVisitor(rayStart: Vector3, rayEnd: Vector3)
        open fun apply(node: INode): Unit
        open fun getPickedObject(): Object3D
    package org.rajawali3d.vr
      Module Contents open class VRActivity : CardboardActivity
        Module Contents VRActivity()
        open fun getSurfaceView(): CardboardView
        open fun onCreate(savedInstanceState: Bundle): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
    package org.rajawali3d.vr.materials
      Module Contents open class HotspotMaterial : Material
        Module Contents HotspotMaterial(useTexture: Boolean)
        HotspotMaterial(useTexture: Boolean, discardAlpha: Boolean)
        open fun getProgress(): Float
        open fun setBorderThickness(borderThickness: Float): Unit
        open fun setCircleCenter(center: Vector2): Unit
        open fun setCircleRadius(circleRadius: Float): Unit
        open fun setProgress(progress: Float): Unit
        open fun setProgressColor(color: Int): Unit
        open fun setTextureRotationSpeed(textureRotationSpeed: Float): Unit
        open fun setTrackColor(color: Int): Unit
    package org.rajawali3d.vr.materials.shaders
      Module Contents open class HotspotFragmentShader : FragmentShader
        Module Contents HotspotFragmentShader(useTexture: Boolean)
        HotspotFragmentShader(useTexture: Boolean, discardalpha: Boolean)
        open fun applyParams(): Unit
        open fun getProgress(): Float
        open fun initialize(): Unit
        open fun main(): Unit
        open fun setBorderThickness(borderThickness: Float): Unit
        open fun setCircleCenter(center: Vector2): Unit
        open fun setCircleRadius(circleRadius: Float): Unit
        open fun setLocations(programHandle: Int): Unit
        open fun setProgress(progress: Float): Unit
        open fun setProgressColor(color: Int): Unit
        open fun setTextureRotationSpeed(textureRotationSpeed: Float): Unit
        open fun setTrackColor(color: Int): Unit
    package org.rajawali3d.vr.renderer
      Module Contents abstract class VRRenderer : Renderer, StereoRenderer
        Module Contents VRRenderer(context: Context)
        open fun isLookingAtObject(target: Object3D): Boolean
        open fun isLookingAtObject(target: Object3D, maxAngle: Float): Boolean
        open fun onDrawEye(eye: Eye): Unit
        open fun onFinishFrame(viewport: Viewport): Unit
        open fun onNewFrame(headTransform: HeadTransform): Unit
        open fun onRendererShutdown(): Unit
        open fun onSurfaceChanged(width: Int, height: Int): Unit
        open fun onSurfaceCreated(eglConfig: EGLConfig): Unit
    package org.rajawali3d.vr.surface
      Module Contents open class VRSurfaceView : CardboardView, ISurface
        Module Contents VRSurfaceView(context: Context)
        VRSurfaceView(context: Context, attrs: AttributeSet)
        open fun getRenderMode(): Int
        open fun onDetachedFromWindow(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        open fun requestRenderUpdate(): Unit
        open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
        open fun setFrameRate(rate: Double): Unit
        open fun setRenderMode(mode: Int): Unit
        open fun setSampleCount(count: Int): Unit
        open fun setSurfaceRenderer(renderer: ISurfaceRenderer): Unit
        open fun setTransparent(isTransparent: Boolean): Unit
    package org.rajawali3d.vuforia
      Module Contents open class VuforiaManager
        Module Contents VuforiaManager(@NonNull consumer: VuforiaConsumer)
        interface VuforiaConsumer
          Module Contents @NonNull abstract fun getActivity(): Activity
          @NonNull abstract fun getRenderSurface(): ISurface
          abstract fun initialize(): Unit
          abstract fun onPostCloudRecoInit(success: Boolean, @Nullable message: String?): Unit
          abstract fun onPostQcarInit(success: Boolean, @Nullable message: String?): Unit
        open fun deinitCloudReco(): Unit
        open fun deinitTracker(): Unit
        open fun enterScanningModeNative(): Unit
        open fun getMetadataNative(): String
        open fun getScanningModeNative(): Boolean
        open fun getScreenOrientation(): Int
        open fun initCloudReco(): Int
        open fun initCloudRecoTask(): Int
        open fun initTracker(trackerType: Int): Int
        open static fun loadLibrary(nLibName: String): Boolean
        open fun onConfigurationChanged(config: Configuration): Unit
        open fun onCreate(savedInstanceState: Bundle): Unit
        open fun onDestroy(): Unit
        open fun onPause(): Unit
        open fun onResume(): Unit
        open fun setCloudRecoDatabase(kAccessKey: String, kSecretKey: String): Unit
        open fun setRenderer(renderer: ISurfaceRenderer): Unit
        open fun setScreenOrientation(screenOrientation: Int): Unit
        open fun startExtendedTracking(): Boolean
        open fun startVuforia(): Unit
        open fun stopExtendedTracking(): Boolean
        open fun useCloudRecognition(value: Boolean): Unit
      abstract class VuforiaRenderer : Renderer
        Module Contents VuforiaRenderer(context: Context, manager: VuforiaManager)
        open fun drawVideoBackground(): Unit
        open fun foundFrameMarker(markerId: Int, modelViewMatrix: FloatArray): Unit
        open fun foundImageMarker(trackableName: String, modelViewMatrix: FloatArray): Unit
        open fun getFOV(): Float
        open fun getVideoHeight(): Int
        open fun getVideoWidth(): Int
        open fun initRendering(): Unit
        abstract fun noFrameMarkersFound(): Unit
        open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
        open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
        open fun renderFrame(frameBufferId: Int, frameBufferTextureId: Int): Unit
        open fun updateRendering(width: Int, height: Int): Unit
    package org.rajawali3d.wallpaper
      Module Contents abstract class Wallpaper : WallpaperService
        Module Contents Wallpaper()
      abstract class Wallpaper : WallpaperService
        Module Contents Wallpaper()
    package org.rajawali3d.wear
      Module Contents open class EmptyGL10 : GL10
        Module Contents EmptyGL10()
        open fun glActiveTexture(texture: Int): Unit
        open fun glAlphaFunc(func: Int, ref: Float): Unit
        open fun glAlphaFuncx(func: Int, ref: Int): Unit
        open fun glBindTexture(target: Int, texture: Int): Unit
        open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit
        open fun glClear(mask: Int): Unit
        open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit
        open fun glClearDepthf(depth: Float): Unit
        open fun glClearDepthx(depth: Int): Unit
        open fun glClearStencil(s: Int): Unit
        open fun glClientActiveTexture(texture: Int): Unit
        open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit
        open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit
        open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
        open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
        open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer): Unit
        open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer): Unit
        open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
        open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
        open fun glCullFace(mode: Int): Unit
        open fun glDeleteTextures(n: Int, textures: IntArray, offset: Int): Unit
        open fun glDeleteTextures(n: Int, textures: IntBuffer): Unit
        open fun glDepthFunc(func: Int): Unit
        open fun glDepthMask(flag: Boolean): Unit
        open fun glDepthRangef(zNear: Float, zFar: Float): Unit
        open fun glDepthRangex(zNear: Int, zFar: Int): Unit
        open fun glDisable(cap: Int): Unit
        open fun glDisableClientState(array: Int): Unit
        open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit
        open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer): Unit
        open fun glEnable(cap: Int): Unit
        open fun glEnableClientState(array: Int): Unit
        open fun glFinish(): Unit
        open fun glFlush(): Unit
        open fun glFogf(pname: Int, param: Float): Unit
        open fun glFogfv(pname: Int, params: FloatArray, offset: Int): Unit
        open fun glFogfv(pname: Int, params: FloatBuffer): Unit
        open fun glFogx(pname: Int, param: Int): Unit
        open fun glFogxv(pname: Int, params: IntArray, offset: Int): Unit
        open fun glFogxv(pname: Int, params: IntBuffer): Unit
        open fun glFrontFace(mode: Int): Unit
        open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
        open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
        open fun glGenTextures(n: Int, textures: IntArray, offset: Int): Unit
        open fun glGenTextures(n: Int, textures: IntBuffer): Unit
        open fun glGetError(): Int
        open fun glGetIntegerv(pname: Int, params: IntArray, offset: Int): Unit
        open fun glGetIntegerv(pname: Int, params: IntBuffer): Unit
        open fun glGetString(name: Int): String
        open fun glHint(target: Int, mode: Int): Unit
        open fun glLightModelf(pname: Int, param: Float): Unit
        open fun glLightModelfv(pname: Int, params: FloatArray, offset: Int): Unit
        open fun glLightModelfv(pname: Int, params: FloatBuffer): Unit
        open fun glLightModelx(pname: Int, param: Int): Unit
        open fun glLightModelxv(pname: Int, params: IntArray, offset: Int): Unit
        open fun glLightModelxv(pname: Int, params: IntBuffer): Unit
        open fun glLightf(light: Int, pname: Int, param: Float): Unit
        open fun glLightfv(light: Int, pname: Int, params: FloatArray, offset: Int): Unit
        open fun glLightfv(light: Int, pname: Int, params: FloatBuffer): Unit
        open fun glLightx(light: Int, pname: Int, param: Int): Unit
        open fun glLightxv(light: Int, pname: Int, params: IntArray, offset: Int): Unit
        open fun glLightxv(light: Int, pname: Int, params: IntBuffer): Unit
        open fun glLineWidth(width: Float): Unit
        open fun glLineWidthx(width: Int): Unit
        open fun glLoadIdentity(): Unit
        open fun glLoadMatrixf(m: FloatArray, offset: Int): Unit
        open fun glLoadMatrixf(m: FloatBuffer): Unit
        open fun glLoadMatrixx(m: IntArray, offset: Int): Unit
        open fun glLoadMatrixx(m: IntBuffer): Unit
        open fun glLogicOp(opcode: Int): Unit
        open fun glMaterialf(face: Int, pname: Int, param: Float): Unit
        open fun glMaterialfv(face: Int, pname: Int, params: FloatArray, offset: Int): Unit
        open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer): Unit
        open fun glMaterialx(face: Int, pname: Int, param: Int): Unit
        open fun glMaterialxv(face: Int, pname: Int, params: IntArray, offset: Int): Unit
        open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer): Unit
        open fun glMatrixMode(mode: Int): Unit
        open fun glMultMatrixf(m: FloatArray, offset: Int): Unit
        open fun glMultMatrixf(m: FloatBuffer): Unit
        open fun glMultMatrixx(m: IntArray, offset: Int): Unit
        open fun glMultMatrixx(m: IntBuffer): Unit
        open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit
        open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit
        open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit
        open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit
        open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer): Unit
        open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
        open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
        open fun glPixelStorei(pname: Int, param: Int): Unit
        open fun glPointSize(size: Float): Unit
        open fun glPointSizex(size: Int): Unit
        open fun glPolygonOffset(factor: Float, units: Float): Unit
        open fun glPolygonOffsetx(factor: Int, units: Int): Unit
        open fun glPopMatrix(): Unit
        open fun glPushMatrix(): Unit
        open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer): Unit
        open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit
        open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit
        open fun glSampleCoverage(value: Float, invert: Boolean): Unit
        open fun glSampleCoveragex(value: Int, invert: Boolean): Unit
        open fun glScalef(x: Float, y: Float, z: Float): Unit
        open fun glScalex(x: Int, y: Int, z: Int): Unit
        open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit
        open fun glShadeModel(mode: Int): Unit
        open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit
        open fun glStencilMask(mask: Int): Unit
        open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit
        open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
        open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit
        open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray, offset: Int): Unit
        open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer): Unit
        open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit
        open fun glTexEnvxv(target: Int, pname: Int, params: IntArray, offset: Int): Unit
        open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer): Unit
        open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer): Unit
        open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit
        open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit
        open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer): Unit
        open fun glTranslatef(x: Float, y: Float, z: Float): Unit
        open fun glTranslatex(x: Int, y: Int, z: Int): Unit
        open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
        open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit
      abstract class WatchFaceService : Gles2WatchFaceService
        Module Contents WatchFaceService()
        fun onCreateEngine(): Engine
      abstract class WatchRenderer : Renderer
        Module Contents WatchRenderer(context: Context)
        open fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
        open fun onTouchEvent(event: MotionEvent): Unit
      abstract class WearActivity : WearableActivity
        Module Contents WearActivity()
        open fun onEnterAmbient(ambientDetails: Bundle): Unit
        open fun onExitAmbient(): Unit
        open fun onUpdateAmbient(): Unit